Professional Documents
Culture Documents
0
Copyright 2004
Flying Mice LLC
StarCluster
Role Playing Game
Version 2.0
Version 2.0
I n t r o d u c t i o n ............................................................................................... 1
Introduction .......................................................................................................... 2
Preface .................................................................................................................................................................. 2
The Diaspora ....................................................................................................................................................... 2
Table of Contents - 14 -
StarCluster - Introduction
Introduction
Introduction - 1 -
StarCluster - Introduction
StarCluster
Introduction
Preface
In the year 2250, life was good in the Solar system.
Mars and Venus had been terraformed and well settled, Jupiters and Saturns moons had thriving colonies, the asteroid belt was well developed, and even
the nearer stars had been colonized. The Centauri colony was bustling, and the Wolf and Barnards Star colonists were on their way. Earth had finally achieved
peace under the Aegis of the UN, but each nation
retained its peculiar laws and social customs. There
was plenty for all, for the populations had declined
markedly from their 21st century highs while productivity and leisure time both soared. It was a Golden
Age, and everyone acknowledged it so.
Then came the thunderbolt.
A disaster loomed, the scientists explained. The sun
would be vaporized, and with it, all life within 60 light
years would be destroyed. Everything man had ever
seen, created, become would be as nothing. But there
would be time to prepare. No-one now alive would
die in this cataclysm - the disaster was at least 300
years in the future. They didnt know exactly when,
but as time went by they would be able to predict it
more exactly. The peoples of the world heaved a sigh
of relief that it would not happen in their time.
The far sighted began to make plans. The colony ship
destined for the Ross 154 system was refurbished,
reconstructed with far greater fuel capacity, and redirected to a system well beyond the 60 light year radius
- almost 300 LY distant, where the scientists felt the
colonists would be safe from the after effects of the
solar destruction. This was just the beginning.
The Diaspora
Around all the planets and moons of the Solar system,
ships were built. 10 to 20 thousand at a time, the peoIntroduction - 2 -
StarCluster - Introduction
The last starship to leave the Solar system and reach
the Cluster left in 2449. For the next fifty years
increasingly desperate gangs of hijackers left, burning
all their fuel in a last-ditch attempt to reach the
departing Diaspora and capture one of the previously
launched vessels. Some even succeeded. Many more
were never heard from again.
As the technology progressed, the fusion engines of
the slowboats became more efficient, faster. The first
ships to leave earth were soon overtaken by those
who left later. The last to leave was the first to arrive
at the Cluster, spending only 1200 years on her journey. The others took considerably longer. Many techniques and devices were tried in an effort to minimize
the impact of over a thousand years living on a spaceship, but in the end the peoples who fled the Earth
were not the peoples who arrived at the end of that
journey.
Introduction - 3 -
StarCluster
Character Generation
Character Generation - 4 -
Character Generation - 7 -
Your character receives one skill per year from the list of skills available, with any 3 of the skills doubled. You can
roll the skills randomly or choose them as you wish.
EXAMPLE:
Your character chooses Exclusive Private School. You choose as skills gun, IQ+5, blade, Rank, coordination and
charisma. You can double any 3 of these, so you choose to double gun, coordination and charisma for a total
result of:
gun+2, IQ+10, blade+1, Rank+1, Coordination+2, and Charisma+2.
If the result is a bonus to a characteristic rather than a skill (i.e. strength+1 or coordination+2, etc.) modify the
appropriate characteristic in lieu of gaining a skill. If the character receives a skill for the first time, that skill is at
level one (i.e. blade+1). If the character receives a skill already gained, that skill level is modified upward (i.e.
blade+2).
In lieu of taking the skill rolled on or chosen from the tables, the character may choose the
metaskill associated with that school instead, or may choose among the social skills available.
If your characters Rank increases during generation, the characters cash increases by the difference between the original cash amount and the cash available at the new Rank
Character Generation - 8 -
Your character receives one skill per year for the next 4 years from the list of skills available, with any 1 of the
skills doubled. You may roll for or choose skills as you wish.
EXAMPLE:
Your character chooses Exclusive College. You choose as skills biology, physics, gun, and chemistry. You can
double any 2 of these, so you choose to double physics and chemistry for a total result of:
biology+1, physics+2, gun+1, and chemistry+2
In lieu of taking the skill rolled on or chosen from the tables, the character may choose the metaskill associated with
that school instead, or may choose among the social skills available.
Character Generation - 9 -
Character Generation - 10 -
Convince
Goad
Entice
Endear
Engrace
React
Adapt
Operate
Overdo
When your character has reached the age at which you wish to play, the character needs to be equipped, then
play can begin.
Character Generation - 11 -
Character Generation - 12 -
IQ
PSI
Rank
Rank #Cash
01-02
03-05
06-10
11-16
12-18
19-25
26-27
28-30
31-35
36-38
39-40
41-47
48-55
56-57
58-65
66-68
69-72
73-80
81-82
83-88
89-90
91-96
97-99
00
70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140
0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5
Street Orphan
Poverty Stricken
Very Poor
Welfare Family
Poor Family
Working Class last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Planetary Trading Family
Military Family General Rank
Agribusiness Family
Rich Aristocratic Family
Interstellar Trading Family
Family Own Huge Conglom
Planetary Royalty
1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
Character Generation - 13 -
10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr
School
Cost
Exclusive Private
School
Prerequisites
200cr
%d Waiver
Rank I+
Metaskill
10%
Converse
IQ+5
IQ+5
CHAR
RANK
Program
Leadership
Gun
Blade
IQ+5
COOR+2
Leadership
Blade
School
Cost
Private Prep
School
Prerequisites
150cr
%d Waiver
Rank G+
Metaskill
20%
Appear
IQ+5
IQ+5
COOR
STR
Program
AGY
Leadership
COOR
STR
END
AGY
IQ+5
70cr
20%
Create
CHAR
CHAR
COOR+2
Blade
AGY+2
IQ+3
IQ+3
AGY+2
END
END
IQ+3
CHAR
Character Generation - 14 -
School
Cost
Tech School
Prerequisites
50cr
%d Waiver
Metaskill
30%
Analyze
IQ+5
IQ+5
COOR+2
COOR+2
END
Program+2
Program+2
Electronics
Mechanics
Electronics
Mechanics
IQ+5
School
Cost
Agricultural
School
Prerequisites
35cr
%d Waiver
Metaskill
30%
Grow
STR+2
STR+2
END+2
END+2
IQ+3
Husbandry
Husbandry
Mineralogy
Biology
STR+2
Chemistry
IQ+3
School
Cost
Psionics School
Prerequisites
200cr
PSI 3+
%d Waiver
Metaskill
15%
Cost only
Focus
IQ+7
IQ+7
IQ+7
END
END
Research
Program+2
Research
Writing
Program+2
Research
IQ+7
Character Generation - 15 -
School
Cost
Military School
Prerequisites
15cr
%d Waiver
Metaskill
20%
Discipline
STR+2
STR+2
COOR+2
COOR+2
END+2
END+2
Gun
Gun
Melee
Leadership
IQ+3
IQ+3
School
Cost
High School
Prerequisites
10cr
%d Waiver
Rank 6+
Metaskill
10%
Relate
IQ+4
STR+2
COOR
AGY
END
IQ+4
Program
Unarm
Drug
Streetwise
Streetwise
Program
School
Cost
No School
Prerequisites
0cr
%d Waiver
None
Metaskill
N/A
Obtain
IQ+3
STR+2
COOR+2
END
AGY
IQ+3
Streetwise
Streetwise
Drug
Drug
Melee
Unarm
Character Generation - 16 -
College
Cost
Exclusive
Prerequisites
300cr
%d Waiver
Metaskill
10%
Organize
Leadership
Blade
Gun
CHAR
Sociology
Biology
Physics
Planetology
Astronomy
Program
Research
IQ+5
College
Cost
Engineering
Prerequisites
150cr
%d Waiver
Metaskill
20%
Design
Leadership
Physics
Gun
Drives
Drives
Mechanics
Electronics
Program
Drives
Mechanics
IQ+5
IQ+5
College
Cost
Psionics College
Prerequisites
300cr
%d Waiver
Metaskill
10%
Cost only
Focus
Telekinesis
Telekinesis
Stun
Shield+2
Shield+2
Heal
Heal
Interrogate
Interrogate
Stun
Pyrokinesis
Transfer
Character Generation - 17 -
College
Cost
Computer College
Prerequisites
80cr
%d Waiver
Metaskill
15%
Analyze
Electronics
Electronics
Program
Program
Program
Drives
Physics
Gun
Research
IQ+5
Electronics
IQ+5
College
Cost
Agricultural
College
Prerequisites
75cr
%d Waiver
Metaskill
15%
Grow
Planetology
Planetology
Biology
Biology
Chemistry
Chemistry
Mineralogy
Husbandry
Mineralogy
IQ+5
Husbandry
IQ+5
College
Cost
Military Academy
Prerequisites
0cr*
%d Waiver
Metaskill
20%
Organize
Gun
Gun
Ships
Guns
Ships
Guns
Leadership
Leadership
Strategy
Tactics
Strategy
IQ+3
Tactics
IQ+3
Character Generation - 18 -
College
Cost
Thieves College
Prerequisites
0cr**
%d Waiver
Metaskill
25%
Appear
CHAR
CHAR
IQ+5
IQ+5
Streetwise
Streetwise
Business
Forgery+2
Psychology
Intimidate
Psychology
Negotiate
College
Cost
Journeyman Thief
Prerequisites
0cr**
%d Waiver
Metaskill
25%
Obtain
Picking+2
Picking+2
Snare+2
Snare+2
IQ+5
IQ+5
Gymnastics
COOR
Disguise
COOR
Sneaking
AGY
College
Cost
Prerequisites
Seminary College
0cr***
%d Waiver
Any School
Metaskill
30%
Relate
Streetwise
Streetwise
Negotiation
Negotiation
IQ+5
IQ+5
END+2
Psychology
Psychology
END+2
Herbalism
Drug+2
College
Cost
Acting College
Prerequisites
45cr
%d Waiver
Metaskill
25%
Appear
IQ+3
Blade
Streetwise
Streetwise
Drinking
Drug
Psychology
Disguise+2
Disguise+2
CHAR
CHAR
IQ+3
Character Generation - 19 -
College
Cost
Liberal Arts
College
100cr
%d Waiver
Metaskill
30%
Relate
Unarm
CHAR
Sociology
Drug
Drinking+2
Drinking+2
Biology+2
Psychology
Mineralogy
Chemistry
History+2
Program
College
Cost
Art College
Prerequisites
45cr
%d Waiver
Metaskill
20%
Create
IQ+2
IQ+2
Painting+2
Painting+2
Sculpture+2
Sculpture+2
Drinking
Drug
Streetwise
COOR
Streetwise
COOR
College
Cost
Music College
*
**
***
Prerequisites
Prerequisites
50cr
%d Waiver
Metaskill
20%
Embellish
IQ+5
IQ+5
COOR+2
COOR+2
Music+2
Music+2
END
CHAR
CHAR
Drinking
Psychology
END
Character Generation - 20 -
Grad School
Cost
Medical School
Prerequisites
300cr
%d Waiver
Metaskill
20%
Repair
IQ+5
Treat+2
Treat+2
Diagnose
Diagnose
Surgery
Surgery
Drug
Biology
Drug
END
COOR
Grad School
Cost
Law School
Prerequisites
300cr
%d Waiver
Metaskill
20%
Organize
Law+2
Law+2
Sociology
Psychology
CHAR
CHAR
END
Business
IQ+5
END
Negotiate
Law+2
Grad School
Cost
War College
Prerequisites
0cr*
%d Waiver
Military Academy
Metaskill
10%
Analyze
Leadership+2
Tactics+2
Tactics+2
Strategy
Leadership+2
Psychology
IQ+5
Gun
History
History
Research
Research
Character Generation - 21 -
Cost
Science Institute
100cr
%d Waiver
Metaskill
25%
Analyze
Biology
Biology
Chemistry
Chemistry
Physics+2
Physics+2
Research+2
IQ+5
Research+2
IQ+5
END
Drug
Grad School
Cost
Business School
Prerequisites
Prerequisites
200cr
%d Waiver
Rank F, H, L, K, M or N
Metaskill
5%
Sell
Business+2
Business+2
Negotiate
Negotiate
Writing
Psychology
Psychology
IQ+3
Intimidate
Intimidate
Research
Research
Character Generation - 22 -
Job Title
Waiver
Agent
Pre-requisites
30%
Metaskill
Pay Scale
Sell
Negotiation+2, Charisma 8+
100 start
200 jump
Negotiate
Business
Writing
Negotiate
Business
Research
Streetwise
Streetwise
Charisma
Sociology
Psychology
Psychology
Job Title
Waiver
Archaeologist
Pre-requisites
25%
Metaskill
History+2, Sociology+2
Pay Scale
Extract
50 start
200 jump
Low Tech
History
Sociology
Research
Mechanics
Research
Gun
Melee
Unarmed
Endurance
Agility
Negotiate
Job Title
Waiver
Army
Pre-requisites
50%
Metaskill
Pay Scale
Discipline
50 start
50 jump
Tactics
Strategy
Beam
Melee
Driving
Leadership
Gun
Beam
Blade
Melee
Unarmed
Gyrojet
Character Generation - 23 -
Job Title
Waiver
Artist
Pre-requisites
20%
Metaskill
Painting+2 or COOR 9+
or Art College
Pay Scale
Embellish
50 start
100 jump
CHAR
CHAR
Streetwise
Business
Program
Drug
Painting
Sculpture
COOR
Program
Painting
Sculpture
Job Title
Waiver
Asteroid Miner
Pre-requisites
10%
Metaskill
Pilot or Smallcraft
Pay Scale
Orient 3D
60 start
120 jump
Mineralogy
Mineralogy
Chemistry
Transfer
Ships
Guns
Pilot
Pilot
Astronomy
Melee
Gun
Gyrojet
Drug
Job Title
Waiver
Athlete
Pre-requisites
10%
Metaskill
Pay Scale
Discipline
50 start
150 jump
Charisma
Charisma
Streetwise
Business
Program
Drug
STR
COOR
AGY
END
STR
END
Character Generation - 24 -
Job Title
Waiver
Attorney
Pre-requisites
10%
Metaskill
Pay Scale
Protect
100 start
100 jump
Law
Charisma
Writing
Law
Psychology
Negotiate
Writing
Business
Research
Writing
History
Linguistics
Job Title
Waiver
Biologist
Pre-requisites
10%
Metaskill
Pay Scale
Grow
75 start
75 jump
Biology
Biology
Chemistry
Mineralogy
Biology
Chemistry
Program
Program
Electronics
Research
Program
Electronics
Job Title
Waiver
Body Thief
Pre-requisites
15%
Metaskill
Pay Scale
Extract
150 start
150 jump
Sleight
Alert
Streetwise
Sneaking
Sleight
Picking
Diagnose
Biology
Drug
Biology
diagnosis
Drug
Character Generation - 25 -
Job Title
Waiver
Bounty Hunter
Pre-requisites
25%
Metaskill
Beam+2, Smallcraft+2
Pay Scale
Focus
50 start
150 jump
Negotiate
Business
Streetwise
Research
Law
Psychology
Streetwise
Drug
Charisma
Streetwise
Unarmed
Drug
Smallcraft
Beam
Gyrojet
Smallcraft
Dash
Driving
Job Title
Waiver
Bureaucrat
Pre-requisites
40%
Metaskill
Pay Scale
Organize
40 start
40 jump
Program
Intimidate
Business
Program
Psychology
Business
Psychology
Sociology
Negotiate
Negotiate
Intimidate
Negotiate
Job Title
Waiver
Burglar
Pre-requisites
15%
Metaskill
Pay Scale
Obtain
50 start
200 jump
Taste
Streetwise
Picking
Sneaking
Gymnastics
Climbing
Blade
Alert
Evaluate
Alert
Sneaking
COOR
Character Generation - 26 -
Job Title
Waiver
Businessman
Pre-requisites
5%
Metaskill
Business+4 or Business+2,
Negotiate+2 or Business School
Pay Scale
Sell
100 start
200 jump
Business
Program
Driving
END
Business
Negotiate
Strategy
Tactics
Research
Leadership
Negotiate
RANK
Job Title
Waiver
Chemist
Pre-requisites
20%
Metaskill
Chimistry+3, Mineralogy
Pay Scale
Analyze
75 start
75 jump
Chemistry
Chemistry
Biology
Biology
Mineralogy
Planetology
Research
END
Research
Chemistry
Negotiate
Writing
Job Title
Waiver
Comm Tech
Pre-requisites
20%
Metaskill
Programming
Pay Scale
Repair
50 start
50 jump
Electronics
Program
CHAR
CHAR
Negotiate
COOR
Program
Crypto
Program
Electronics
Cryptography
Program
Character Generation - 27 -
Job Title
Waiver
Composer
Pre-requisites
15%
Metaskill
Music+3, Write
Pay Scale
Create
100 start
100 jump
Music
Writing
Music
Negotiate
Writing
Music
Writing
Taste
Psychology
Writing
Streetwise
Taste
Job Title
Waiver
Customs
Pre-requisites
20%
Metaskill
Pay Scale
Analyze
60 start
60 jump
Law
Law
Drug
Psychology
Psychology
Law
Stash
Beam
Stash
Negotiate
Research
Stash
Job Title
Waiver
Cyberneticist
Pre-requisites
5%
Metaskill
Cybernetics, Research+2
or Cybernetics, Computer College
Pay Scale
Build
100 start
200 jump
Cybernetics
Mechanics
Cybernetics
Electronics
Program
Cybernetics
Linguistics
Negotiate
Linguistics
Research
Research
Linguistics
Character Generation - 28 -
Job Title
Waiver
Dancer
Pre-requisites
10%
Metaskill
Pay Scale
Discipline
60 start
180 jump
AGY
COOR
AGY
STR
CHAR
END
Streetwise
Drug
Charisma
Streetwise
Unarm
Drug
Job Title
Waiver
Diplomat
Pre-requisites
20%
Metaskill
Negotiation+2
Pay Scale
Converse
100 start
200 jump
Disguise
Streetwise
Drug
Melee
Psychology
CHAR
Linguistics
Business
Negotiate
Linguistics
Negotiate
Unarmed
Job Title
Waiver
Doctor
Pre-requisites
10%
Metaskill
Medical School
Pay Scale
Repair
50 start
150 jump
Diagnosis
Biology
Drug
Psychology
Treatment
Treatment
Program
Drug
Program
Business
Sociology
Drug
Character Generation - 29 -
Job Title
Waiver
Drive Tech
Pre-requisites
20%
Metaskill
Pay Scale
Repair
125 start
125 jump
Drives
Mechanics
Drives
Electronics
Mechanics
Drives
Program
Physics
Mechanics
Electronics
Physics
Research
Job Title
Waiver
Ecologist
Pre-requisites
15%
Metaskill
Chemistry+2, Biology+2
Pay Scale
Analyze
250 start
250 jump
Chemistry
Chemistry
Biology
Mineralogy
Planetology
Planetology
Planetology
Biology
Planetology
Astronomy
Astronomy
pilot
Job Title
Waiver
Engineer
Pre-requisites
5%
Metaskill
Engineering College
or Tech School, IQ 110+
Pay Scale
Design
60 start
120 jump
Drives
Mechanics
Drives
Electronics
Mechanics
Drives
Program
Program
Electronics
Mechanics
Electronics
Program
Character Generation - 30 -
Job Title
Waiver
Entertainer
Pre-requisites
10%
Metaskill
Pay Scale
Converse
20 start
60 jump
CHAR
CHAR
Streetwise
Business
Program
Drug
Psychology
Psychology
Negotiation
CHAR
END
Drinking
Job Title
Waiver
Explorer
Pre-requisites
1%
Metaskill
Military College
END 10+, STR 10+
Pay Scale
Organize
20 start
100 jump
Planetology
Planetology
Biology
Astronomy
Astronomy
Pilot
Gun
Beam
Blade
Melee
Unarmed
Gyrojet
Job Title
Waiver
Farmer
Pre-requisites
25%
Metaskill
Pay Scale
Grow
10 start
50 jump
Biology
Biology
Chemistry
Mineralogy
Biology
Chemistry
STR
COOR
AGY
END
STR
END
Character Generation - 31 -
Job Title
Waiver
Genetic Tech
Pre-requisites
15%
Metaskill
Pay Scale
Build
100 start
100 jump
Genetics
Biology
Program
Genetics
Biology
Program
Diagnosis
Biology
Drug
Biology
Diagnosis
Drug
Job Title
Waiver
Genetic Designer
Pre-requisites
5%
Metaskill
Pay Scale
Design
150 start
450 jump
Genetics
Biology
Program
Genetics
Biology
Program
Writing
Linguistics
Program
Writing
Negotiate
Research
Diagnosis
Biology
Drug
Biology
Diagnosis
Drug
Job Title
Waiver
Historian
Pre-requisites
5%
Metaskill
History+2 or Research+2
Pay Scale
Extract
50 start
100 jump
History
Writing
Research
Low Tech
History
Linguistics
Sociology
Research
Sociology
Psychology
Research
Program
Character Generation - 32 -
Job Title
Waiver
Infiltrator
Pre-requisites
20%
Metaskill
Pay Scale
Appear
150 start
150 jump
Disguise
Sneaking
Disguise
Picking
Linguistics
Negotiate
Drinking
Streetwise
Melee
Stash
Business
Drug
Job Title
Waiver
Intruder
Pre-requisites
10%
Metaskill
Pay Scale
Appear
125 start
125 jump
Electronics
Crypto
Demolition
Electronics
Demolition
Crypto
Driving
Mechanics
Driving
program
Mechanics
Driving
Disguise
Sneaking
Disguise
Picking
Linguistics
Negotiate
Job Title
Waiver
Judge
Pre-requisites
5%
Metaskill
Law+2, Negotiate+2
or Law School, Negotiate+2
Pay Scale
Analyze
250 start
250 jump
Law
CHAR
Writing
Law
Psychology
Negotiate
Writing
Business
Cooking
Writing
Law
Linguistics
Research
History
Research
Sociology
History
Sociology
Character Generation - 33 -
Job Title
Waiver
Lawman
Pre-requisites
20%
Metaskill
Pay Scale
Protect
75 start
75 jump
Gun
Beam
Blade
Melee
Unarmed
Gyrojet
Law
Law
Streetwise
Psychology
Psychology
Sociology
Job Title
Waiver
Linguist
Pre-requisites
5%
Metaskill
Linguistics+2
Pay Scale
Analyze
150 start
150 jump
Linguistics
Program
Negotiate
Business
Linguistics
Research
Writing
Psychology
Sociology
History
Negotiate
Linguistics
Job Title
Waiver
Magician
Pre-requisites
N/A
Metaskill
Pay Scale
Converse
50 start
150 jump
Telekinesis
Pyrokinesis
Stun
Telekinesis
Interrogate
Shield
Mechanics
Electronics
CHAR
COOR
Drug
Electronics
Sleight
COOR
Sleight
Streetwise
Negotiate
Streetwise
Character Generation - 34 -
Job Title
Waiver
Marines
Pre-requisites
70%
Metaskill
Pay Scale
Orient 3D
50 start
50 jump
Pilot
Ships
Guns
Astronomy
Transfer
Smallcraft
Leadership
Tactics
Strategy
Beam
Melee
Leadership
Driving
Gun
Beam
Blade
Melee
Unarmed
Gyrojet
Job Title
Waiver
Martial Artist
Pre-requisites
1%
Metaskill
Pay Scale
Discipline
100 start
100 jump
Melee
Blade
Unarm
Melee
Blade
Unarm
Unarm
STR
AGY
Unarm
END
COOR
Job Title
Waiver
MatTran Tech
Pre-requisites
2%
Metaskill
Pay Scale
Repair
100 start
200 jump
Transfer
Program
Interrogate
Biology
Transfer
Interrogate
Diagnosis
Biology
Drug
Drug
Biology
Diagnosis
Character Generation - 35 -
Job Title
Waiver
Mechanic
Pre-requisites
10%
Metaskill
Pay Scale
Repair
40 start
160 jump
Electronics
Construction
Mechanics
Electronics
Construction
Mechanics
Mechanics
Driving
Course
Driving
Mechanics
Electronics
Job Title
Waiver
Medic
Pre-requisites
15%
Metaskill
Pay Scale
Repair
100 start
100 jump
Diagnosis
Biology
Drug
Drug
Biology
Diagnosis
Treatment
Drug
Surgery
Diagnosis
Surgery
Drug
Job Title
Waiver
Medical Tech
Pre-requisites
15%
Metaskill
Pay Scale
Repair
100 start
100 jump
Driving
Mechanics
Driving
Program
Mechanics
Diagnosis
Diagnosis
Biology
Drug
Drug
Biology
Diagnosis
Character Generation - 36 -
Job Title
Waiver
Merc
Pre-requisites
45%
Metaskill
Pay Scale
Discipline
50 start
50 jump
Gun
Beam
Blade
Melee
Unarmed
Gyrojet
Blade
Bow
Alert
Drinking
Unarm
Climbing
Job Title
Waiver
Musician
Pre-requisites
10%
Metaskill
Music+2 or END 8+
Pay Scale
Embellish
150 start
150 jump
Music
CHAR
Music
Electronics
Program
Electronics
Streetwise
Streetwise
Drug
Business
CHAR
Melee
Job Title
Waiver
Navy
Pre-requisites
25%
Metaskill
Pay Scale
Discipline
75 start
75 jump
Pilot
Ships
Guns
Astronomy
Transfer
Smallcraft
Leadership
Gun
Beam
Blade
Melee
Unarmed
Gyrojet
Character Generation - 37 -
Job Title
Waiver
Physicians
Assistant
Pre-requisites
20%
Metaskill
Psychology, Surgery
Pay Scale
Organize
50
Surgery
Treatment
Psychology
Diagnosis
psychology
Herbalism
Streetwise
Negotiate
Drug
Cooking
Unarm
Psychology
Job Title
Waiver
Pirate
Pre-requisites
80%
Metaskill
Smallcraft
Pay Scale
Obtain
50 start
150 jump
Dash
Gyrojet
Smallcraft
Blade
Stash
Pilot
Pilot
Astronomy
Melee
Gun
Gyrojet
Drug
Job Title
Waiver
Poet
Pre-requisites
20%
Metaskill
Writing+2
Pay Scale
Create
30 start
90 jump
Writing
Business
Cooking
Writing
History
Linguistics
Drinking
Streetwise
Melee
Stash
Business
Drug
Character Generation - 38 -
Job Title
Waiver
Priest
Pre-requisites
20%
Metaskill
Seminary College
Pay Scale
Relate
30 start
30 jump
Streetwise
Streetwise
CHAR
Sociology
Psychology
Psychology
CHAR
CHAR
Streetwise
Business
Program
Drug
Job Title
Waiver
Programmer
Pre-requisites
30%
Metaskill
Pay Scale
Organize
30 start
60 jump
Program
Program
Electronics
Business
Electronics
Program
Program
Drug
Business
END
END
Research
Job Title
Waiver
Psiman
Pre-requisites
N/A
Metaskill
Pay Scale
Focus
50 start
100 jump
Shield
Telekinesis
Stun
Interrogate
Healing
Pyrokinesis
Drug
Drinking
Negotiate
Law
END
Negotiate
Character Generation - 39 -
Job Title
Waiver
Ranger
Pre-requisites
20%
Metaskill
Pay Scale
Protect
60 start
60 jump
Biology
Biology
Chemistry
Mineralogy
Biology
Chemistry
Law
Tracking
Alert
END
Gun
Course
Job Title
Waiver
Reporter
Pre-requisites
20%
Metaskill
Pay Scale
Extract
50 start
100 jump
Streetwise
Streetwise
Drug
Business
Charisma
Unarm
Writing
Driving
Unarm
Gun
Writing
Writing
Job Title
Waiver
Robot Repairman
Pre-requisites
15%
Metaskill
Electronics+2, Mechanics+2
Pay Scale
Repair
100 start
100 jump
Mechanics
Mechanics
Cybernetics
Cybernetics
Electronics
Electronics
Program
COOR
Program
Crypto
Crypto
Evaluate
Character Generation - 40 -
Job Title
Waiver
Robot Designer
Pre-requisites
5%
Metaskill
Pay Scale
Design
200 start
400 jump
Cybernetics
Mechanics
Cybernetics
Electronics
Program
Program
Mechanics
Electronics
END
COOR
Mechanics
Electronics
Linguistics
Program
Negotiate
Business
Linguistics
Research
Job Title
Waiver
Security Guard
Pre-requisites
40%
Metaskill
Any College
Pay Scale
Protect
45 start
45 jump
Gun
Alert
Melee
Alert
Gun
Melee
Melee
END
Drinking
Electronics
Unarm
Drug
Job Title
Waiver
Servant
Pre-requisites
25%
Metaskill
Pay Scale
Relate
20 start
20 jump
STR
COOR
AGY
END
STR
END
Driving
Program
Driving
Program
Psychology
Drug
Character Generation - 41 -
Job Title
Waiver
Smuggler
Pre-requisites
20%
Metaskill
Pilot+2 or Smallcraft+2
Pay Scale
Converse
50 start
200 jump
Dash
Gun
Stash
Negotiate
Business
Pilot
CHAR
CHAR
Streetwise
Business
Program
Drugs
Job Title
Waiver
Social Worker
Pre-requisites
25%
Metaskill
Pay Scale
Relate
30 start
30 jump
Sociology
Sociology
Program
Program
Drug
Streetwise
Program
Streetwise
Sociology
Psychology
Psychology
Sociology
Job Title
Waiver
Spaceman
Pre-requisites
20%
Metaskill
Pay Scale
Orient 3D
Pilot
Astronomy
Zero-G
Program
Astronomy
Pilot
Gun
Beam
Blade
Melee
Unarm
Gyrojet
Character Generation - 42 -
30 start
30 jump
Job Title
Waiver
Special Forces
Pre-requisites
1%
Metaskill
Pay Scale
Focus
150 start
150 jump
Zero-G
Driving
Electronics
Zero-G
Electronics
Driving
Electronics
Crypto
Demolition
Mechanics
Crypto
Demolition
Gun
Beam
Blade
Melee
Unarm
Gyrojet
Job Title
Waiver
Spy
Pre-requisites
1%
Metaskill
Pay Scale
Appear
100 start
100 jump
Disguise
Streetwise
Disguise
Melee
Psychology
CHAR
Tactics
Blade
Melee
Driving
Tactics
Driving
Gun
Beam
Blade
Melee
Unarm
Gyrojet
Job Title
Waiver
Surgeon
Pre-requisites
1%
Metaskill
Pay Scale
Repair
50 start
200 jump
Diagnosis
Biology
Drug
Psychology
Treatment
Treatment
Biology
Surgery
Biology
Surgery
Drug
Character Generation - 43 -
Surgery
Job Title
Waiver
Technician
Pre-requisites
20%
Metaskill
Pay Scale
Repair
60 start
60 jump
Program
Program
Electronics
Mechanics
Electronics
Mechanics
COOR
Negotiate
Research
Low Tech
Program
Electronics
Job Title
Waiver
Thespian
Pre-requisites
30%
Metaskill
Pay Scale
Appear
50 start
100 jump
CHAR
Negotiate
Business
Negotiate
Streetwise
CHAR
Drinking
Streetwise
Melee
Disguise
Business
Disguise
Job Title
Waiver
Thief
Pre-requisites
20%
Metaskill
Pay Scale
Obtain
30 start
90 jump
Streetwise
Drug
Business
Streetwise
CHAR
Business
Melee
Stash
Intimidate
Melee
Intimidate
Stash
Character Generation - 44 -
Job Title
Waiver
Thug
Pre-requisites
50%
Metaskill
Pay Scale
Appear
30 start
60 jump
Drinking
STR
Melee
Sneaking
Gun
Unarm
Melee
Gun
Intimidate
Unarm
Intimidate
Stash
Job Title
Waiver
Transport Tech
Pre-requisites
25%
Metaskill
Engineering College
or Driving+2, Mechanics+2
Pay Scale
Repair
75 start
75 jump
Driving
Mechanics
Driving
Program
Mechanics
Driving
Mechanics
Electronics
COOR
COOR
Drug
Electronics
Job Title
Waiver
Transporter
Pre-requisites
40%
Metaskill
Pay Scale
Organize
30 start
30 jump
Driving
Driving
END
COOR
Mechanics
Mechanics
Program
Negotiation
Smallcraft
Zero-G
Driving
Program
Character Generation - 45 -
Job Title
Waiver
Unemployed
Pre-requisites
N/A
Metaskill
Pay Scale
Relate
0 start
0 jump
None
Streetwise
Drug
Streetwise
Drug
Unarm
Driving
Negotiate
Program
Drinking
Streetwise
Program
Drinking
Job Title
Waiver
Weapons Tech
Pre-requisites
30%
Metaskill
Pay Scale
Repair
100 start
100 jump
Program
Physics
Mechanics
Electronics
Physics
Research
Ships
Guns
Electronics
Ships
Guns
Mechanics
Electronic
Mechanic
Job Title
Waiver
Worker
Pre-requisites
65%
Metaskill
Rank 8+
Pay Scale
Build
20 start
20 jump
STR
END
Mechanics
END
STR
COOR
Streetwise
Drug
Streetwise
Drug
Unarm
Driving
Character Generation - 46 -
Job Title
Waiver
Writer
Pre-requisites
20%
Metaskill
Writing
Pay Scale
Create
50 start
150 jump
Writing
Linguistics
Program
Writing
Negotiate
Research
Streetwise
Drug
Streetwise
Drug
Unarm
Driving
Character Generation - 47 -
Character Generation - 48 -
IQ
PSI
Rank
Cash
01-09
10-20
21-25
26-30
31-35
36-39
40-42
43-47
48-50
51-53
54-59
60-63
64-67
68-71
72-75
76-79
80-83
84-87
88-91
92-93
94-95
96-97
98-99
00
70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140
0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5
Street Orphan
Poverty Stricken
Very Poor
Welfare Family
Poor Family
Working Class - last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Wealthy Trading Family
Military Family General Rank
Agribusiness Family
Rich Aristocratic Family
Rich Trading Family
Family Own Conglom
Royalty Cadet Branch
1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr
Character Generation - 49 -
School
Cost
Exclusive Private
School
Prerequisites
200cr
%d Waiver
Rank I+
Metaskill
10%
Converse
IQ+5
IQ+5
CHAR
RANK
History
Leadership
Writing
Research
IQ+5
COOR+2
Leadership
History
School
Cost
Private Prep
School
Prerequisites
150cr
%d Waiver
Rank G+
Metaskill
20%
Appear
IQ+5
IQ+5
COOR
STR
Writing
AGY
Leadership
COOR
STR
END
AGY
IQ+5
School
Cost
Tech School
Prerequisites
50cr
%d Waiver
Metaskill
30%
Analyze
IQ+5
IQ+5
COOR+2
COOR+2
END
Program+2
Program+2
Electronics
Mechanics
Electronics
Mechanics
IQ+5
Character Generation - 50 -
School
Cost
Military School
Prerequisites
15cr
%d Waiver
Metaskill
20%
Discipline
STR+2
STR+2
COOR+2
COOR+2
END+2
END+2
Gun
Gun
Blade
Leadership
IQ+3
IQ+3
School
Cost
High School
Prerequisites
10cr
%d Waiver
Rank 6+
Metaskill
10%
Relate
IQ+4
STR+2
COOR
AGY
END
IQ+4
Cooking
Unarm
Drug
Streetwise
Streetwise
Writing
School
Cost
No School
Prerequisites
0cr
%d Waiver
None
Metaskill
N/A
Obtain
IQ+3
STR+2
COOR+2
END
AGY
IQ+3
Streetwise
Streetwise
Drug
Drug
Melee
Unarm
Character Generation - 51 -
College
Cost
Exclusive
Prerequisites
300cr
%d Waiver
Metaskill
10%
Organize
Leadership
Blade
Writing
CHAR
Sociology
Biology
Physics
Planetology
Astronomy
History
Research
IQ+5
College
Cost
Engineering
Prerequisites
150cr
%d Waiver
Metaskill
20%
Design
Leadership
Physics
Research
Program
Research
Mechanics
Electronics
Program
Mechanics
Mechanics
IQ+5
IQ+5
College
Cost
Agricultural
College
Prerequisites
75cr
%d Waiver
Metaskill
15%
Grow
Husbandry
Biology
Biology
Biology
Chemistry
Chemistry
Mineralogy
Husbandry
Mineralogy
IQ+5
Husbandry
IQ+5
Character Generation - 52 -
College
Cost
Military Academy
0cr*
%d Waiver
Metaskill
20%
Organize
Gun
Gun
Gunnery
Gunnery
Leadership
Leadership
Strategy
Tactics
Strategy
IQ+3
Tactics
IQ+3
College
Cost
Journeyman Thief
Prerequisites
0cr**
%d Waiver
Metaskill
25%
Obtain
Picking+2
Picking+2
Snare+2
Snare+2
IQ+5
IQ+5
Gymnastics
COOR
Disguise
COOR
Sneaking
AGY
College
Cost
Liberal Arts
College
*
**
***
Prerequisites
Prerequisites
100cr
%d Waiver
Metaskill
30%
Relate
Writing
CHAR
Sociology
Drug
Drinking+2
Drinking+2
Biology+2
Psychology
Mineralogy
Chemistry
History+2
History
Character Generation - 53 -
Grad School
Cost
Medical School
Prerequisites
300cr
%d Waiver
Metaskill
20%
Repair
IQ+5
Treat+2
Treat+2
Diagnose
Diagnose
Surgery
Surgery
Drug
Biology
Drug
END
COOR
Grad School
Cost
Law School
Prerequisites
300cr
%d Waiver
Metaskill
20%
Organize
Law+2
Law+2
Sociology
Psychology
CHAR
CHAR
END
Business
IQ+5
END
Negotiate
Law+2
Grad School
Cost
Science Institute
Prerequisites
100cr
%d Waiver
Engineering College
Metaskill
25%
Analyze
Biology
Biology
Chemistry
Chemistry
Physics+2
Physics+2
Research+2
IQ+5
Research+2
IQ+5
END
Drug
Character Generation - 54 -
Job Title
Waiver
Airman
Pre-requisites
10%
Metaskill
Pay Scale
Orient 3D
start 75
jump 75
Mechanics
Electronics
Mechanics
COOR
END
Electronics
Driving
Driving
Gunnery
Gunnery
Construct
Driving
Job Title
Waiver
Archeologist
Pre-requisites
20%
Metaskill
Pay Scale
Extract
History+2, Sociology+2
start 50
jump 200
Low Tech
History
Sociology
Research
History
Research
Gun
Melee
History
Negotiate
Mechanics
Negotiate
Job Title
Waiver
Sharpshooter
Pre-requisites
15%
Metaskill
Pay Scale
Focus
Gun+4
start 150
jump 150
Gun
Gun
COOR
Streetwise
Streetwise
Gun
Survival
Riding
Unarm
Survival
CHAR
Sleight
Character Generation - 55 -
Waiver
Armored
Pre-requisites
10%
Metaskill
Pay Scale
Protect
start 100
jump 100
Gun
Gun
Melee
Melee
Gun
Gunnery
Gunnery
Mechanics
Gunnery
Driving
END
Tactics
Driving
Driving
COOR
Mechanics
Driving
Mechanics
Job Title
Waiver
Artificer
Pre-requisites
10%
Metaskill
Pay Scale
Build
start 175
jump 175
Smithing
Mechanics
Carpentry
Mechanics
Research
Low Tech
Research
Electronics
Low Tech
Electronics
Mechanics
Smithing
Job Title
Waiver
Assassin
Pre-requisites
25%
Metaskill
Pay Scale
Focus
Disguise+2, Blade+2 or
Journeyman Thief
start 50
jump 100
Disguise
Sneaking
Sleight
Forgery
Stash
Drug
Gun
Blade
Blade
Melee
Gun
Unarm
Character Generation - 56 -
Job Title
Waiver
Athlete
Pre-requisites
10%
Metaskill
Pay Scale
Discipline
start 50
jump 150
STR
COOR
AGY
END
STR
END
CHAR
CHAR
Streetwise
Negotiation
Drug
Dash
Job Title
Waiver
Cook
Pre-requisites
35%
Metaskill
Pay Scale
Create
start 30
jump 30
Cooking+1
Cooking
Herbalism
Taste
Cooking
Taste
Chemistry
Drinking
Streetwise
Blade
Herbalism
Negotiate
Herbalism
Job Title
Waiver
Doctor
Pre-requisites
10%
Metaskill
Pay Scale
Repair
Medical School
start 100
jump 150
Biology
Treatment
Treatment
Biology
Drug
Drug
Program
Diagnosis
Business
Business
Psychology
Diagnosis
Character Generation - 57 -
Job Title
Waiver
Farmer
Pre-requisites
25%
Metaskill
Pay Scale
Grow
Agricultural College or
Rank K or 7
start 20
jump 100
Biology
Biology
Chemistry
Mineralogy
Biology
Chemistry
STR
END
Husbandry
Husbandry
END
Mechanics
Job Title
Waiver
Fortune Teller
Pre-requisites
35%
Metaskill
Pay Scale
Appear
start 20
Jump 100
Streetwise
Streetwise
Charisma
Psychology
Psychology
Business
Interrogate
Business
Interrogate
Intimidate
Sleight
Sleight
Job Title
Waiver
Infantry
Pre-requisites
40%
Metaskill
Pay Scale
Discipline
start 60
jump 60
Tactics
END
Survival
Survival
Leadership
END
Gun
Gun
Blade
Melee
Unarm
Unarm
Character Generation - 58 -
Job Title
Waiver
Lawyer
Pre-requisites
10%
Metaskill
Pay Scale
Organize
Law School
50 start
150 jump
CHAR
CHAR
Business
Streetwise
Psychology
END
Law
Research
Psychology
Law
Writing
Research
Job Title
Waiver
Mechanic
Pre-requisites
10%
Metaskill
Pay Scale
Repair
40 start
120 jump
Mechanics
Electronics
Mechanics
Electronics
Mechanics
Business
Evaluate
Driving
Business
Negotiate
Construct
Evaluate
Job Title
Waiver
Medic
Pre-requisites
15%
Metaskill
Pay Scale
Repair
100 start
100 jump
Diagnosis
Biology
Drug
Biology
Drug
Diagnosis
Treatment
Surgery
Surgery
Diagnosis
Surgery
Drug
Character Generation - 59 -
Job Title
Waiver
Miner
Pre-requisites
25%
Metaskill
Pay Scale
Extract
Mining+1
30 start
30 jump
Mining
Mineralogy
Mining
Masonry
Mining
Masonry
Drinking
Streetwise
Melee
Streetwise
Stash
END
Job Title
Waiver
Musician
Pre-requisites
10%
Metaskill
Pay Scale
Embellish
150 start
150 jump
Streetwise
Streetwise
Drug
Negotiate
CHAR
END
Music
END
Program
COOR
Music
Music
Job Title
Waiver
Nurse
Pre-requisites
20%
Metaskill
Pay Scale
Organize
Treatment+1
30 start
60 jump
Diagnose
Diagnose
Drug
Treatment
Treatment
Drug
Streetwise
Unarm
Drinking
Streetwise
STR
END
Character Generation - 60 -
Job Title
Waiver
Police
Pre-requisites
25%
Metaskill
Pay Scale
Protect
Law+1, Gun+1
75 start
75 jump
Law
Research
Law
Psychology
Streetwise
Streetwise
Gun
Alertness
Melee
Alertness
Gun
Melee
Job Title
Waiver
Reporter
Pre-requisites
20%
Metaskill
Pay Scale
Extract
Write+1, END 8+
50 start
50 jump
Streetwise
Streetwise
Drinking
Business
Research
CHAR
Driving
Unarm
Writing
Writing
Gun
Streetwise
Job Title
Waiver
Salesman
Pre-requisites
30%
Metaskill
Pay Scale
Sell
50 start
50 jump
Business
Business
Program
CHAR
Driving
Negotiation
Streetwise
Streetwise
Drinking
Research
Psychology
Business
Character Generation - 61 -
Job Title
Waiver
Scout
Pre-requisites
20%
Metaskill
Pay Scale
Observe
60 start
120 jump
Sneaking
Forestry
Dowsing
Survival
Sneaking
Swimming
Blade
AGY
Blade
Gun
COOR
Dash
Job Title
Waiver
Special Forces
Pre-requisites
1%
Metaskill
Pay Scale
Focus
150 start
150 jump
END
Electronics
Mechanics
AGY
Crypto
Crypto
Electronics
Demolition
Demolition
Dash
Swimming
Demolition
Gun
Gun
Blade
Unarm
Unarm
Melee
Job Title
Waiver
Spy
Pre-requisites
1%
Metaskill
Pay Scale
Appear
100 start
100 jump
Disguise
Disguise
Streetwise
Streetwise
Crypto
Crypto
Demolition
Electronics
Demolition
Disguise
Psychology
Dash
Gun
Gun
Blade
Unarm
Unarm
Blade
Character Generation - 62 -
Job Title
Waiver
Tinker
Pre-requisites
15%
Metaskill
Pay Scale
Repair
Mechanics+1
30 start
30 jump
Drinking
Streetwise
Streetwise
Stash
Business
Stash
Mechanics
Smithing
Mechanics
Carpentry
Electronics
Mechanics
Job Title
Waiver
Unemployed
Pre-requisites
N/A
Metaskill
Pay Scale
Relate
0 start
0 jump
None
Streetwise
Drug
Streetwise
Drinking
Streetwise
Drinking
Unarmed
Psychology
Negotiate
Cooking
Driving
Psychology
Job Title
Waiver
Writer
Pre-requisites
20%
Metaskill
Writing+1
Pay Scale
Observe
50 start
150 jump
Streetwise
Research
Writing
Writing
Research
Streetwise
Drinking
Psychology
Psychology
History
Negotiate
Sociology
Character Generation - 63 -
Character Generation - 64 -
IQ
PSI
Rank
Cash
01-09
10-20
21-25
26-30
31-35
36-39
40-65
66-67
68-69
70-71
72-75
76-77
78-79
80-81
82-83
84
85
86-88
89
90-95
96
97
98-99
00
70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140
0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5
Street Orphan
Serf
Serf
Serf
Serf
Peasant
Peasant
Peasant
Peasant
Peasant
Artisan
Yeoman
Yeoman
Military
Artisan
Aristocrat
Artisan
Merchant
Military
Gentry
Aristocrat
Merchant
Merchant
Aristocrat
1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr
Character Generation - 65 -
Apprenticeship
Hunter
Cost
Prerequisites
10cr
%d Waiver
END 8+
Metaskill
20%
Focus
IQ+5
IQ+5
Bow
END
END
Tracking
Tracking
Snare
AGY
Melee
Bow
Snare
Apprenticeship
Smith
Cost
Prerequisites
50cr
%d Waiver
Metaskill
10%
Repair
IQ+10
IQ+10
STR+2
STR+2
END
Mineralogy
Smithing
Mechanics
Mineralogy
Smithing
Mineralogy
Mechanics
Apprenticeship
Mason
Cost
Prerequisites
50cr
%d Waiver
Metaskill
25%
Build
IQ+4
IQ+4
STR
COOR
COOR
END
Construction
Carpentry
Masonry
Masonry
Mineralogy
Sculpting
Character Generation - 66 -
Apprenticeship
Entertainer
Cost
Prerequisites
15cr
%d Waiver
Metaskill
20%
Appear
IQ+3
COOR
COOR
AGY
AGY
CHAR+2
Music
Music
Gymnastics
Streetwise
Streetwise
Gymnastics
Apprenticeship
Artificer
Cost
Prerequisites
100cr
%d Waiver
Metaskill
30%
Create
IQ+11
IQ+11
COOR+2
COOR+2
END+2
END+2
Carpentry
Mechanics
Mechanics
Smithing
Construction
Carpentry
Apprenticeship
Farmer
Cost
Prerequisites
10cr
%d Waiver
Metaskill
25%
Grow
STR+2
STR+2
STR+2
END+2
END+2
END+2
Biology
Biology
Husbandry
Husbandry
Herbalism
Business
Character Generation - 67 -
Apprenticeship
Mage
Cost
Prerequisites
150cr
%d Waiver
Metaskill
25%
Cost Only
Focus
PSI 3+
IQ+10
IQ+10
END+2
END+2
COOR
COOR
Writing
Telekinesis
Shield
Shield
Sleight
Sleight
Apprenticeship
Warrior
Cost
Prerequisites
100cr
%d Waiver
Metaskill
20%
Discipline
IQ+3
STR+2
STR+2
COOR
AGY
END+2
Riding
Blade
Blade
Bow
Melee
Riding
Apprenticeship
Thief
Cost
Prerequisites
10cr
%d Waiver
Metaskill
20%
Obtain
IQ+10
IQ+10
COOR
COOR
AGY
AGY
Sneaking
Sleight
Picking
Sneaking
Blade
Picking
Character Generation - 68 -
Apprenticeship
None
Cost
Prerequisites
N/A
%d Waiver
None
Metaskill
N/A
Relate
IQ+5
Streetwise
STR
COOR
AGY
END
Streetwise
Drinking
Sleight
CHAR
Melee
Unarm
Character Generation - 69 -
College
Cost
College of Science
Prerequisites
150cr
%d Waiver
Metaskill
10%
Analyze
IQ+5
Chemistry
Mineralogy
Biology
Smithing
Mechanics
History
Research
Mechanics
Research
Linguistics
Writing
Journeymanship
Smith
Cost
Prerequisites
100cr
%d Waiver
Apprentice Smith or
STR 10+, COOR 9+
Metaskill
20%
Build
IQ+5
STR
STR
Smithing
Smithing
Mineralogy
Mining
Melee
Smithing
Mechanics
Mineralogy
Business
College
Cost
Mage
Prerequisites
200cr
%d Waiver
Metaskill
20%
Cost only
Focus
Interrogate
Telekinesis
Pyrokinesis
Shield
Shield
Healing
Healing
Stun
Interrogate
Healing
Telekinesis
Dowse
Character Generation - 70 -
College
Cost
Bardic
Prerequisites
100cr
%d Waiver
Metaskill
25%
Create
IQ+10
IQ+10
Music
History+2
History+2
Music
Unarm
Psychology
Writing
Herbalism
Sociology
Diagnose
Journeymanship
Military
Cost
Prerequisites
0*
%d Waiver
Metaskill
20%
Organize
Blade
Engines or
Gunnery
Bow
Engines or
Gunnery
Tactics
Strategy
Riding
Leadership
Riding
Bow
Blade
Leadership
College
Cost
Seminary
Prerequisites
0***
%d Waiver
Any Apprenticeship
Metaskill
30%
Relate
Herbalism
Herbalism
Psychology
Cooking
Dowsing
Writing
Brewing
Law
Writing
Research
Linguistics
History
Character Generation - 71 -
Journeymanship
Mason
Cost
Prerequisites
75cr
%d Waiver
Metaskill
30%
Build
Masonry+2
Masonry+2
Carpentry
Carpentry
Construction
Construction
Mechanics
Melee
Sculpting
Mineralogy
Cooking
Drinking
Journeymanship
Thief
Cost
Prerequisites
0**
%d Waiver
Metaskill
25%
Obtain
IQ+10
Picking+2
Snare
Gymnastics
Sleight+2
COOR
Sneaking
Sneaking
Picking+2
Snare
Gymnastics
Sleight+2
Journeymanship
Naval
Cost
Prerequisites
0*
%d Waiver
Apprentice Warrior or
COOR 9+, END 9+
Metaskill
20%
Organize
Course+2
Steer+2
Weather
Sailing+2
Rope Use
Steer+2
Mechanics
Blade
Engines or
Gunnery
Course+2
Sailing+2
Engines or
Gunnery
Character Generation - 72 -
Journeymanship
Artist
*
**
***
Cost
Prerequisites
50cr
%d Waiver
Metaskill
20%
Observe
Painting+2
Painting+2
Sculpture
Sculpture
History
Drinking
Drinking
Chemistry
Chemistry
Mineralogy
Research
Mechanics
Character Generation - 73 -
Post-Graduate
Medicine
Cost
Prerequisites
300cr
%d Waiver
College of Science
Metaskill
20%
Repair
IQ+7
IQ+7
Biology
Biology
Herbalism
Diagnose+2
Treatment
Surgery
Diagnose+2
Treatment
Surgery
COOR
Post-Graduate
Law
Cost
Prerequisites
300cr
%d Waiver
Any College
Metaskill
20%
Organize
Law+2
Law+2
CHAR
CHAR
Streetwise
Research
Research
History
History
Writing
Writing
Law+2
Post-Graduate
Science
Cost
Prerequisites
100cr
%d Waiver
College of Science
Metaskill
25%
Analyze
IQ+7
Biology+2
Chemistry
Physics
Physics
Biology+2
Mineralogy
Mechanics
Mechanics
Research
Research
Chemistry
Character Generation - 74 -
Job Title
Waiver
Archer/Marksman
Pre-requisites
15%
Metaskill
Pay Scale
Focus
Bow+4 or Gun+4
150 start
150 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Bow or
Gun
Melee
Snare
Survival
Tracking
Cooking
Tracking
Snare
Job Title
Waiver
Archivist
Pre-requisites
15%
Metaskill
Pay Scale
Organize
History+3 or Research+2
150 start
150 jump
Research
Research
History
Sociology
History
Sociology
Writing
Cooking
Writing
History
Linguistics
Research
History
History
Writing
Linguistics
Taste
Writing
Job Title
Waiver
Artificer
Pre-requisites
10%
Metaskill
Pay Scale
Build
75 start
75 jump
Research
Research
History
Mechanics
Research
History
Smithing
Mechanics
Carpentry
Masonry
Construction
Carpentry
Character Generation - 75 -
Job Title
Waiver
Assassin
Pre-requisites
25%
Metaskill
Pay Scale
Focus
50 start
150 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Bow or
Gun
Melee
Disguise
Sneaking
Sleight
Herbalism
Forgery
Herbalism
Job Title
Waiver
Barkeep
Pre-requisites
30%
Metaskill
Pay Scale
Relate
Brewing
30 start
90 jump
Psychology
Streetwise
Psychology
Business
Brewing
Brewing
Drinking
Melee
Streetwise
Brewing
Business
Stash
Job Title
Waiver
Buccaneer
Pre-requisites
25%
Metaskill
Pay Scale
Obtain
Sailing
50 start
150 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Bow or
Gun
Melee
Steer
Engines or
Gunnery
Astronomy
Course
Sailing
Engines or
Gunnery
Blade
Leadership
Streetwise
Gymnastics
Dash
Stash
Character Generation - 76 -
Job Title
Waiver
Burglar
Pre-requisites
15%
Metaskill
Pay Scale
Obtain
50 start
200 jump
Taste
Streetwise
Picking
Sneaking
Gymnastics
Climbing
Melee
Alertness
Evaluate
Evaluate
Sneaking
Gymnastics
Job Title
Waiver
Carpenter
Pre-requisites
20%
Metaskill
Pay Scale
Build
Carpentry
75 start
75 jump
Carpentry
Masonry
Carpentry
Forestry
Carpentry
Forestry
Construction
Carpentry
Sculpting
Construction
Taste
Construction
Job Title
Waiver
Cavalier
Pre-requisites
10%
Metaskill
Pay Scale
Focus
Riding+3, Blade+2 or
Rank G, K, L, or O
200 start
200 jump
Riding
Bow or
Gun
Bow or
Gun
Blade
Blade
Riding
Melee
Leadership
Leadership
CHAR
Riding
Taste
Character Generation - 77 -
Job Title
Waiver
Chasseur
Pre-requisites
25%
Metaskill
Pay Scale
Extract
100 Start
150 Jump
Snare
Tanning
Melee
Tracking
Survival
Herbalism
Riding
Melee
Forestry
Survival
Sneaking
Swimming
Job Title
Waiver
Cobbler
Pre-requisites
30%
Metaskill
Pay Scale
Repair
15 start
15 jump
Tanning
Tanning
Cooking
Business
Streetwise
Streetwise
Drinking
Streetwise
Negotiate
Tanning
Blade
COOR
Job Title
Waiver
Condotierri
Pre-requisites
20%
Metaskill
Pay Scale
Organize
Engines or Gunnery or
Journeyman Military
50 start
150 jump
Riding
Bow or
Gun
Bow or
Gun
Engines or
Gunnery
Engines or
Gunnery
Construction
Strategy
Tactics
Blade
Negotiate
Leadership
Masonry
Character Generation - 78 -
Job Title
Waiver
Cutpurse
Pre-requisites
20%
Metaskill
Pay Scale
Obtain
20 start
60 jump
Sleight
Alertness
Streetwise
Sneaking
Sleight
Picking
Blade
Evaluate
Negotiate
Unarmed
Alertness
Evaluate
Job Title
Waiver
Falconer
Pre-requisites
15%
Metaskill
Pay Scale
Discipline
Husbandry+2, Training
50 start
100 jump
Training
Husbandry
Training
Riding
Alertness
Weather
Riding
Forestry
Survival
Training
Survival
Climbing
Job Title
Waiver
Fencer
Pre-requisites
15%
Metaskill
Pay Scale
Focus
Blade+4
100 start
200 jump
Blade
Blade
Blade
Dash
Dash
STR
Taste
Streetwise
Psychology
Psychology
Gun
Gun
Character Generation - 79 -
Job Title
Waiver
Fisherman
Pre-requisites
45%
Metaskill
Pay Scale
Extract
END8+, STR 6+
30 start
30 jump
STR
END
END
Rope Use
Sailing
Steer
Sailing
Steer
Weather
Weather
Rope Use
END
Job Title
Waiver
Fool
Pre-requisites
5%
Metaskill
Pay Scale
Converse
150 start
150 jump
COOR
AGY
COOR
AGY
CHAR
CHAR
Sleight
Sleight
Sleight
Stash
Psychology
Streetwise
Stash
Gymnastics
Job Title
Waiver
Forester
Gymnastics Gymnastics
Psychology
History
Pre-requisites
40%
Metaskill
Pay Scale
Extract
Forestry, Melee
50 start
50 jump
Forestry
Forestry
Climbing
Climbing
Melee
Melee
Tracking
Snare
Cooking
Snare
Tracking
Survival
Character Generation - 80 -
Job Title
Waiver
Guide
Pre-requisites
15%
Metaskill
Pay Scale
Observe
Tracking, Survival
50 start
50 jump
Tracking
Snare
Cooking
Snare
Tracking
Survival
Forestry
Bow or
Gun
Bow or
Gun
Riding
Herbalism
Herbalism
Job Title
Waiver
Handler
Pre-requisites
20%
Metaskill
Pay Scale
Discipline
Training, Husbandry
30 start
90 jump
Husbandry
Cooking
Husbandry
STR
END
Herbalism
Training
Training
Diagnose
Herbalism
Training
Treatment
Job Title
Waiver
Herald
Pre-requisites
15%
Metaskill
Pay Scale
Converse
150 start
150 Jump
Riding
Bow or
Gun
Bow or
Gun
Blade
Blade
Riding
Research
History
Research
Sociology
History
Sociology
Character Generation - 81 -
Job Title
Waiver
Herbalist
Pre-requisites
20%
Metaskill
Pay Scale
Extract
100 start
150 jump
Herbalism
Biology
Herbalism
Biology
Herbalism
Psychology
Diagnose
Diagnose
Chemistry
Chemistry
Drug
Drug
Job Title
Waiver
Highwayman
Pre-requisites
30%
Metaskill
Pay Scale
Obtain
Blade+2, Riding+2 or
Journeyman Thief
100 start
100 jump
AGY
Blade
Riding
Gun
Streetwise
Riding
Gun
Gun
Blade
Blade
Gun
Blade
Drinking
Streetwise
Drinking
Stash
Stash
Dash
Job Title
Waiver
Hunter
Pre-requisites
30%
Metaskill
Pay Scale
Extract
Bow or Gun
15 start
30 jump
Tracking
Snare
Cooking
Survival
Tracking
Snare
Bow or
Gun
Survival
Snare
Bow or
Gun
Tanning
Forestry
Character Generation - 82 -
Job Title
Waiver
Jongleur
Pre-requisites
20%
Metaskill
Pay Scale
Embellish
100 start
100 jump
Music
Writing
Music
Negotiate
Writing
Blade
Drinking
Streetwise
Blade
Stash
Business
Streetwise
Job Title
Waiver
Judge
Pre-requisites
5%
Metaskill
Pay Scale
Analyze
Law+3, Negotiate+2 or
Law School, Negotiate+2
250 start
250 jump
Law
CHAR
Writing
Law
Psychology
Negotiate
Writing
Business
Law
Writing
CHAR
History
Research
History
Research
Sociology
History
Sociology
Job Title
Waiver
Knight
Pre-requisites
10%
Metaskill
Pay Scale
Appear
100 start
100 jump
Tactics
Strategy
Blade
Riding
Riding
Leadership
Melee
Melee
Riding
Blade
Tactics
CHAR
Training
Training
Leadership
CHAR
Strategy
Husbandry
Character Generation - 83 -
Job Title
Waiver
Leech
Pre-requisites
20%
Metaskill
Pay Scale
Repair
Treatment, Diagnose
30 start
30 jump
Surgery
Surgery
Diagnose
Treatment
Psychology
Herbalism
Streetwise
Streetwise
Herbalism
Biology
Sleight
Sleight
Job Title
Waiver
Limner
Pre-requisites
205
Metaskill
Pay Scale
Embellish
20 start
20 jump
Painting
Painting
Writing
Taste
Forgery
Taste
Carpentry
Drinking
Streetwise
Negotiate
Streetwise
Painting
Job Title
Waiver
Mason
Pre-requisites
205
Metaskill
Pay Scale
Build
30 start
90 jump
Masonry
STR
Masonry
Carpentry
Mineralogy
Sculpting
Mining
Masonry
Mining
Construction
Construction
Mineralogy
Character Generation - 84 -
Job Title
Waiver
Mercenary
Pre-requisites
45%
Metaskill
Pay Scale
Obtain
Blade+2
50 start
50 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Melee
Intimidation
Survival
Herbalism
Riding
Survival
Alertness
Drinking
Job Title
Waiver
Messenger
Pre-requisites
30%
Metaskill
Pay Scale
Protect
75 start
75 jump
END
AGY
CHAR
Streetwise
Gymnastics
Swimming
Riding
Riding
Survival
Sneaking
Riding
END
Job Title
Waiver
Mountebank
Pre-requisites
20%
Metaskill
Pay Scale
Appear
50 start
100 jump
Sleight
COOR
Sleigh
Streetwise
Negotiation
Streetwise
Law
Picking
Disguise
Sneaking
Evaluate
Negotiation
Character Generation - 85 -
Job Title
Waiver
Pilgrim
Pre-requisites
50%
Metaskill
Pay Scale
Focus
5 start
5 jump
END 6+
Drinking
Streetwise
END
Linguistics
Negotiate
Streetwise
Negotiation
END
Sociology
Sociology
Survival
Alertness
Job Title
Waiver
Poet
Pre-requisites
20%
Metaskill
Pay Scale
Create
Writing+2
30 start
90 jump
Writing
Negotiate
Writing
History
Linguistics
Writing
Drinking
Streetwise
Blade
Stash
Streetwise
Negotiate
Job Title
Waiver
Portraitist
Pre-requisites
15%
Metaskill
Pay Scale
Observe
Painting+3
50 start
150 jump
Painting
Painting
Taste
Taste
Forgery
Carpentry
Melee
Alertness
Drinking
Streetwise
Streetwise
Psychology
Character Generation - 86 -
Job Title
Waiver
Sailor
Pre-requisites
35%
Metaskill
Pay Scale
Organize
75 start
75 jump
Steer
Engines or
Gunnery
Astronomy
Engines or
Gunnery
Sailing
Leadership
Gun
Gun
Blade
Course
Rope Use
Blade
Job Title
Waiver
Shipwright
Pre-requisites
10%
Metaskill
Pay Scale
Build
shipbuilding, carpentry or
Naval Journeyman
200 start
200 jump
Steer
Engines or
Gunnery
Astronomy
Course
Sailing
Rope Use
Carpentry
Shipbuilding
Sculpting
Shipbuilding
Physics
Mechanics
Job Title
Waiver
Slave
Pre-requisites
N/A
Metaskill
Pay Scale
Appear
5 start
5 jump
None
Sleight
COOR
Sleight
Streetwise
Psychology
Streetwise
Cooking
Herbalism
Cooking
Taste
Business
Husbandry
Character Generation - 87 -
Job Title
Waiver
Smith
Pre-requisites
10%
Metaskill
Pay Scale
Repair
50 start
150 jump
Smithing
STR
Mineralogy
Smithing
Carpentry
Mechanics
Mechanics
Smithing
Carpentry
Mechanics
Research
END
Job Title
Waiver
Soldier
Pre-requisites
50%
Metaskill
Pay Scale
Discipline
50 start
50 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Melee
Bow or
Gun
Tactics
Strategy
Leadership
Cooking
Survival
Stash
Job Title
Waiver
Squire
Pre-requisites
35%
Metaskill
Pay Scale
Organize
50 start
100 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Melee
Bow or
Gun
Riding
Smithing
Dowsing
Survival
Training
Husbandry
Character Generation - 88 -
Job Title
Waiver
Street Rat
Pre-requisites
50%
Metaskill
Pay Scale
Relate
Rank 4 or less
10 start
10 jump
Drinking
Streetwise
Negotiate
Streetwise
Intimidate
Psychology
Melee
Stash
Blade
Stash
Sleight
Intimidate
Job Title
Waiver
Thespian
Pre-requisites
30%
Metaskill
Pay Scale
Appear
50 start
100 jump
CHAR
Negotiate
Psychology
Negotiate
Streetwise
Psychology
Disguise
Streetwise
Disguise
Sleight
Blade
Sleight
Job Title
Waiver
Thug
Pre-requisites
50%
Metaskill
Pay Scale
Appear
30 start
60 jump
Intimidate
Negotiate
Intimidate
STR
Drinking
STR
Gun
Gun
Melee
Melee
Unarm
Unarm
Character Generation - 89 -
Job Title
Waiver
Voyager
Pre-requisites
10%
Metaskill
Pay Scale
Observe
50 start
200 jump
Steer
Engines or
Gunnery
Astronomy
Course
Sailing
Rope Use
Writing
History
Writing
Research
Business
Painting
Job Title
Waiver
Warrior
Pre-requisites
30%
Metaskill
Pay Scale
Focus
60 start
60 jump
Bow or
Gun
Bow or
Gun
Blade
Blade
Melee
Bow or
Gun
STR
COOR
Tactics
Dash
Survival
Dash
Job Title
Waiver
Waterman
Pre-requisites
50%
Metaskill
Organize
Steer, Swimming
Steer
Steer
Drinking
Streetwise
Pay Scale
30 start
60 jump
Intimidate
Streetwise
Unarm
Melee
Character Generation - 90 -
Job Title
Waiver
Weaver
Pre-requisites
35%
Metaskill
Pay Scale
Build
weaving+1 or COOR 8+
50 start
50 jump
Weaving
Business
Weaving
Taste
Weaving
Evaluate
Streetwise
Melee
Business
Evaluate
Taste
Streetwise
Job Title
Waiver
Wizard
Pre-requisites
N/A
Metaskill
Pay Scale
Focus
50 Start
150jump
Shield
Telekinesis
Stun
Interrogate
Pyrokinesis
Heal
Blade
Low Tech
Herbalism
History
Low Tech
Mechanics
Job Title
Waiver
Yeoman
Pre-requisites
30%
Metaskill
Pay Scale
Grow
Husbandry, Training
50 start
50 jump
Bow
Snare
Survival
Tanning
Husbandry
Evaluate
Husbandry
STR
Husbandry
END
Herbalism
Bow
Character Generation - 91 -
Face
Eyes
Nose
Mouth Other
Demeanor
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Round
Round
Round
Narrow
Narrow
Narrow
Heart
Heart
Heart
Oval
Oval
Oval
Oval
Pointed
Pointed
Pointed
Square
Square
Square
Round
Round
Round
Narrow
Narrow
Narrow
Tilted
Tilted
Tilted
Slanted
Slanted
Slanted
Slanted
Pop
Pop
Pop
Pouched
Pouched
Pouched
Wide
Wide
Wide
Beaked
Beaked
Beaked
Straight
Straight
Straight
Small
Small
Small
Small
Sharp
Sharp
Sharp
Bulbed
Bulbed
Bulbed
Thick
Thick
Thick
Hard
Hard
Hard
Soft
Soft
Soft
Small
Small
Small
Small
Thin
Thin
Thin
Wide
Wide
Wide
Slouched
Nervous
Scarred
Bitter
Hard
Lean
Soft
Graceful
Gentle
Straight
Neat
Quick
Dainty
Fluid
Awkward
Hulking
Slow
Pensive
Sloppy
Small Eyes
Close-set Eyes
Heavy Brow
Broad Brow
Large Eyes
Shadowed Eyes
Piercing Eyes
High Cheeks
Rosy Cheeks
Hollow Cheeks
Freckles
Visible Moles
Mottled Skin
Cleft Chin
Long Earlobes
Tattooed
Long Fingers
Large Hands
Six Fingers
Music
Sports
Trivox
Reading
Miscellaneous
2
3
4
5
6
7
8
9
10
11
12
Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Plays
Plays
Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Plays
Plays
Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Addict
Addict
Never
Never
Seldom
Occasionally
Occasionally
Often
Often
Always
Always
Addict
Addict
History Buff
Tinkerer
Builds Models
Enjoys Dancing
Collects Things
Gamer
Gambler
Hunts
Gourmet
Drug Addict
Alcoholic
Vantors:
Roll once on Skin color. Then roll 1d6 times on Eye Color for Skin Pattern
Colors. Roll once more on Eye Color for eyes.
Tagris:
Roll as a Human.
Human:
Note:
A choice can be made instead of any roll. SaHus, VaHus, and HuTas roll or
choose as is appropriate.
%D Roll
Hair /Mane
Body Fur Color
Eye
Color
Skin
Color
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-93
94-96
97-98
99
00
White
Platinum Blonde
Pale Blonde
Light Blonde
Medium Blonde
Ash Blonde
Strawberry Blonde
Light Auburn
Sherry
Copper
Dark Auburn
Sandy
Light Brown
Soft Brown
Medium Brown
Dark Brown
Chocolate Brown
Jet
Raven
Grey
Pink*
Blue*
Fuchsia*
Pink
Pale Blue
Sky Blue
Dark Blue
Sapphire
Blue-Green
Pale Grey
Steel Grey
Grey-Green
Light Green
Leaf Green
Dark Green
Emerald
Hazel
Amber
Light Brown
Dark Brown
Chocolate Brown
Jet
Chrome*
Ruby*
Amethyst*
Coral*
Albino
Pale White
Pale Pink
Ruddy
Creamy
Tan
Yellow Tan
Yellow Brown
Deep Yellow
Light Copper
Dark Copper
Swarthy
Light Olive
Dark Olive
Cafe Au Lait
Light Brown
Dark Brown
Chocolate brown
Jet
Green*
Orange*
Red*
Purple*
*Represents various possible dyes. These colors are non-natural and are manufactured only at TL 7+
Character Generation - 93 -
StarCluster
Guide to Skills
and Metaskills
Skills and Metaskills
All skills work at a base chance of success of 45% at level+1, and 5% is added per level of skill. Each skill has a
characteristic which modifies its chance of success - either a physical characteristic such as strength, coordination, agility, endurance, or charisma - or IQ. Physical stats modify the chance of success at a rate of 5% for every
2 points over 7 - i.e. at 9, 11, 13, etc. IQ modifies by 1 per point of IQ over 120 - i.e. at an IQ of 137, the modifier would be +17.
Skills and Metaskills - 94 -
Governing
Attribute
Adapt
[adapt]
Charisma
Alert
[alert]
Endurance
Aqua
[Aqua]
IQ
Astronomy
[(astro)
IQ
Beam
(beam)
Coordination
Biology
(biology)
IQ
Blade
(blade)
Strength
Bow
[bow]
Coordination
Brew
[brew]
IQ
Business
(business)
Charisma
Carpentry
[carpentry]
Coordination
Chemistry
[chemistry]
IQ
Climbing
[climb]
Agility
Construct
(construct)
Endurance
Description
Governing
Attribute
Cook
[cook]
IQ
Course
[course]
IQ
Crypt
The ability to encrypt and decrypt data, and the ability to create
[cryptography] new types of encryption
IQ
Cyber
[cybernetics]
IQ
Dash
(dash)
Agility
Demolition
[demolition]
IQ
Diagnosis
(diagnosis)
IQ
Disguise
(disguise)
Charisma
Dowse
[dowse]
IQ
Drinking
[drinking]
Endurance
Driving
(driving)
Coordination
Drives
(drives)
IQ
Drug
(drug)
The ability to use and make drugs to cause and cure injury,
illness, or sensory abnormalities
IQ
Electronics
(electronics)
IQ
Description
Governing
Attribute
Engines
[engines]
Coordination
Endear
[endear]
Charisma
Engrace
[engrace]
Charisma
Entice
[entice]
Charisma
Evaluate
(evaluate
Charisma
Forestry
[forestry]
IQ
Forgery
[forgery]
Coordination
Goad
[goad]
Charisma
Gun
(gun)
Coordination
Gunnery
(gunnery)
Coordination
Gym
[gymnastics]
Agility
Gyrojet
(gyrojet)
Coordination
Heal
(heal)
IQ
Herbalism
[herbalism]
IQ
Description
Governing
Attribute
History
(history)
Knowledge of history
IQ
Husbandry
[husbandry]
IQ
Interrogate
(interrogate)
IQ
Intimidate
The ability to bluff and deceive others as to one's true strength
(intimidation)
Charisma
Linguistics
(linguistics)
IQ
Law
(law)
The ability to use, circumvent, and deal with law, and project
an entire system from a few examples
IQ
Leadership
(leadership)
Charisma
Low tech
(low tech)
IQ
Masonry
[masonry]
Strength
Mechanics
The ability to use, maintain, and repair mechanical devices and equipmentCoordination
Melee
(melee)
Strength
Mineralogy
[mineralogy]
IQ
Mining
[mining]
The ability to tunnel under the ground, through earth and stone,
using simple tools
Endurance
Music
(music)
Charisma
Negotiate
(negotiate)
Charisma
Description
Governing
Attribute
Operate
(operate)
IQ
Overdo
(overdo)
Endurance
Painting
[painting)
Coordination
Pick
[pick]
Coordination
Pilot
(pilot)
Coordination
IQ
Program
[program)
IQ
Physics
(physics)
IQ
Psychology
(psychology)
Charisma
Pyrokinesis
(pyrokinesis)
Coordination
React
(react)
Agility
Research
(research)
Endurance
Riding
[riding]
Agility
Rope
[rope use]
Coordination
Description
Governing
Attribute
Sailing
[sailing]
Strength
Sculpture
(sculpture)
Coordination
Ships guns
(ship's guns)
Coordination
IQ
Shield
(shield)
Agility
Sleight
[sleight]
Coordination
Smallcraft
(small craft)
Coordination
Sociology
(sociology)
IQ
Smithing
[smithing]
Strength
Snare
[snare]
Coordination
Sneaking
[sneaking]
Agility
Stash
(stash)
IQ
Steer
[Steer]
Coordination
Strategy
(strategy)
IQ
Description
Governing
Attribute
Stun
(stun)
Strength
Streetwise
(streetwise)
Charisma
Surgery
(surgery)
Coordination
Survival
[survival]
Endurance
Swimming
[swimming]
Agility
Tanning
[tanning]
IQ
Taste
[taste]
Charisma
Telekinesis
(telekinesis)
Strength
Tactics
(tactics)
IQ
Training
[training]
Charisma
Transfer
(Transfer)
Endurance
Treatment
(treatment)
IQ
Tracking
[tracking]
Agility
Description
Governing
Attribute
Unarm
(unarm)
Strength
Weather
[weather]
IQ
Weaving
[weaving]
Coordination
Writing
[writing]
Charisma
Zero-G
[zero-G]
Agility
SaHus
SaHus can take various forms. They can inherit from either of their parents, in other words have Sastra or
Human build by body part, it is a 50% chance either way. The following body parts are rolled for or chosen:
Sastra
Human
SaHus are smaller and slighter than Humans, but not so small as Sastras. They gain a bonus of +1 to their Coordination and Agility scores, and a -1 to their Strength score. Human senses are rated thus: SightX4, Hearing, the
rest being unimportant.
Sastra
11-93
01-45
16-81
01-70
SaHu
36-00
16-86
26-00
16-91
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
1.40
1.45
1.48
1.50
1.53
1.55
1.58
1.60
1.63
1.65
1.68
1.70
1.73
1.75
1.78
1.80
1.83
1.85
1.88
1.90
1.93
1.95
1.98
25.00
26.00
27.00
28.00
29.00
30.00
31.00
32.00
33.00
34.00
35.00
36.00
38.00
40.00
42.00
44.00
46.00
48.00
50.00
53.00
55.00
58.00
60.00
VaHus
VaHus, like SaHus, can be like either of their parents
in certain categories. It is 50% chance either way as to whether their Vantor or Human genes predominate for
each body part listed. The following body parts are rolled for or chosen:
Vantor
Human
VaHus gain a bonus of+1 to their Endurance score and a -1 to their Agility score. Human senses are rated thus:
SightX4, Hearing, the rest being unimportant.
Vantor
21-98
01-93
21-85
01-55
VaHu
46-00
21-98
31-00
15-85
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
1.00
1.05
1.10
1.15
1.20
1.25
1.30
1.33
1.38
1.40
1.43
1.48
1.50
1.53
1.58
1.60
1.63
1.68
1.70
1.75
1.80
1.83
1.85
20.00
22.00
23.00
25.00
27.00
28.00
31.00
32.00
33.00
34.00
35.00
36.00
38.00
40.00
42.00
43.00
44.00
45.00
46.00
47.00
48.00
49.00
50.00
HuTas
HuTas are smaller as a rule than Tagris, but tend to be larger
than most Humans. Like SaHus and VaHus, they have a
chance to inherit their body parts from either parent, 50%
chance either way. The following body parts are rolled for or
chosen:
Tagris
Human
Tagris Feet
Tagris Hands
Tagris Head and Shoulders
Fur
Nocturnal Eyes
Tagris Ears
Sealable Nostrils
Tagris Senses
Human Feet
Human Hands
Human Head and Shoulders
Hair
Diurnal Eyes
Human Ears
Non-Sealable Nostrils
Human Senses
HuTas are not quite as strong as Tagris, and so gain a bonus of+1 to their Strength score and a -1 to their
Endurance score. Human senses are rated thus: SightX4, Hearing, the rest being unimportant.
Tagris
16-00
11-50
21-00
11-30
HuTa
11-50
01-25
11-40
01-25
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
2.00
2.05
2.10
2.15
2.20
2.25
2.30
2.33
2.38
2.40
2.43
2.48
2.50
2.55
2.60
2.65
2.70
2.75
2.80
2.85
2.90
2.95
3.00
75.00
80.00
85.00
90.00
95.00
100.00
105.00
110.00
115.00
120.00
123.00
128.00
130.00
135.00
140.00
145.00
150.00
155.00
160.00
165.00
170.00
175.00
180.00
Human
45-00
01-90
24-00
01-68
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-23
24-29
30-38
39-44
45-50
51-56
57-62
63-68
69-74
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
1.4
1.43
1.47
1.5
1.53
1.57
1.6
1.63
1.67
1.7
1.73
1.77
1.8
1.83
1.87
1.9
1.95
2.0
2.05
2.08
2.11
2.12
2.13
41
45
48
52
56
60
64
68
62
68
75
80
89
93
98
104
108
112
115
118
120
122
125
StarCluster
Equipment: Personal
Equipment: Personal - 115 -
Materials
Filament-reinforced ceramic is the main structural
material at Tech Level 8. Typically, it has the strength
of steel at about 25% of the weight, typical specific
gravity being around 2. Complex shapes can be created using the material as it is moldable until cured,
when it becomes hard and rigid. Filament-reinforced
ceramic is opaque, but un-reinforced transparent
ceramic is also available, though the tensile strength is
lower.
The main structural material at Tech Level 9 is plasteel. It has around 10 times the strength of ceramic at
twice the density (specific gravity approximately 4).
Plasteel is a viscous liquid until radiation-frozen, when
it becomes diamond-hard. Plasteel is naturally transparent, but can be doped to be an opaque substance
of any color. Both ceramic and plasteel can be produced in micro-honeycombed versions of arbitrarily
lower density, though proportionally lower strength.
Ceramic is produced with surface layer of all different
colors and textures. Plasteel is normally made only in
the transparent version, inasmuch as at tech level 9,
active films coatings are readily available. These films
enable a plasteel object to take on any color and
degree of opacity at microprocessor control. These
films can even be used as holographic viewscreens.
At Tech Level 10, active plasteel can be produced.
At Tech Level 9, fabrics can be made to be active colored. This allows clothing to be whatever color the
wearer desires. Complex patterns and even animations
can be programmed into the cloth itself, as the user
Spacesuits also work well as clothing on planets with wishes. The user can also specify streaming media
extreme environments. Being insulated, cooled, and feed for display. This allows for true camouflage
heated as needed, and having their own air and water
clothing, where the clothing takes on the patterns and
systems, they make it possible to function in all but colors of the surroundings instantly.
Equipment: Personal - 117 -
Wear
Tactile Sense
Insulation
Beauty
Fabric
Lustra
Omnian
Larylon
Hyperian
Slek
Klustra
Damylon
Natural
Fabric
The higher a materials number, the better it is for that quality. Natural fabrics are given as the norms
against which the new synthetics are measured.
Kits
Skill Limit
Kit
Kit Description
+4
Engineering Kit
+4
Disguise Kit
+5
Repair Kit
+4
Med Kit
+4
Scan Kit
+4
Surgical Kit
+4
Bio Kit
+4
Pharma Kit
+4
Chem Kit
+4
Min Kit
+5
Astro Kit
+5
Elec Kit
You must have at least skill level+1 to use a kit - i.e. you need at least biology+1 to use the bio kit.
Equipment: Personal - 119 -
Item
Description
Cost
TL
5 kg
Belt Radio
10cr
5 kg
Trivox
3D game/entertainment system
50cr
2 kg
Trivox Camera
75cr
0.5 kg
Personal Trivox
Handheld Trivox
200cr
0.2 kg
Flat Camera
20cr
0.2 kg
Audio Recorder
5cr
0.1 kg
Homer/peeper
Personal locator
5cr
0.5 kg
Slate
20cr
5 kg
Icomm
35cr
0.2 kg
UT
Universal Translator
N/C
N/C*
Diaspak
N/C*
Localpak
150cr
(Alien)pak
1000cr
* Characters from SaVaHuTa get the Baspak for free and the Diaspak for 150cr. Characters from the
Diasporan community get the Diaspak for free and the Baspak for 150cr. Independent and Thieves
World characters have to pay 150cr for either.
Mass by Tech
Level
Spacesuit
Environmental
Unit
Armor
Powered Armor
Tech Level 7
22.5 kg
34 kg
N/A
N/A
Tech Level 8
5.5 kg
11.5 kg
ceramic 9 kg
ceramic 27 kg
Tech Level 9
1.5 kg
4 kg
plasteel 4.5 kg
plasteel 13.5 kg
Tech Level 10
1 kg
1.5 kg
active 4.5 kg
plasteel 11.5 kg
Mass
Item
Description
Cost
TL
1 kg
Clothing
1cr
1 kg
Expensive Clothing
varies
2 kg
15cr
1 kg
Dry Suit
15cr
2 kg
Desert Suit
20cr
2 kg
Flak Jacket
25cr
1.5 kg
Bulletproof
45cr
3 kg
Steel Mesh
45cr
varies
Ceramic
110cr
varies
Powered Ceramic
260cr
varies
Plasteel
210cr
varies
Powered Plasteel
410cr
varies
Active Plasteel
365cr
10
varies
Chromskin
70cr
varies
Vac Suit
50cr
N/A
Vacattach
55cr
Mass
Item
Description
Cost
TL
5 kg
Inflatashelt
25cr
10 kg
Portashelt
100cr
10
1 kg
Personal Tent
10cr
3 kg/
person
Large Tent
5cr/
person
4 kg/
person
Hard Tent
15cr/
person
10
0.2cr
0.5cr
Restaurant Meal
2cr
1 kg/
meal
Heatercan Rations
1cr/
meal
0.5 kg/
meal
Cold Survival
Rations
2cr/
meal
Mass
Item
Description
Cost
TL
4 kg
Reaction Pistol
50cr
4 kg
Reaction Jets
75cr
varies
Plastique
50cr/
kg
10 kg
Parachute
24cr
2 kg
Personal
Winch
35cr
20 kg
Life Raft
10cr
4 kg
Gills
20cr
5 kg
MULE
30cr
10
4 kg
Hoverboard
A surfboard-shaped hovering A-Grav plate with a carrying capacity of 300 kg. For sport and personal use. Steering, acceleration, and stopping are by balance
60cr
10
2 kg
Grapplewinch
20cr
1 kg
Glowrod
1cr
10 kg
Lift Belt
50cr
10
1 kg
Filter Mask
5cr
2.5 kg
Respirator
A device for concentrating thin atmospheres to a breathable density. Requires Armpak2 or higher for power
10cr
0.2 kg
Pocket Heater
5cr
1 kg
Laser Torch
15cr
0.2 kg
Flashlight
1cr
Mass
Item
Description
Cost
TL
MultiTool 1
5cr
0.3 kg
MultiTool 2
8cr
0.4 kg
MultiTool 3
11cr
0.6 kg
PowerTool 1
14cr
0.7 kg
PowerTool 2
17cr
0.8 kg
PowerTool 3
20cr
Unpowered Tools
Powered Tools
Lock Pick
Scalpel
Soldering Iron
Fish Scaler
Fork
Power Punch
Can/Bottle Opener
Plane
Trip Hammer
Razor
Wire Strippers
Power Saw
Metal Snips
Scriber
Punch
Scissors
Grinder
Clamp
Ratchet
Mill
Pliers
Saw
Drill
Chisel
Small Knife
Large Knife
Fastener Driver
ARMOR ITEM
EFFECT
ON STATS
ARMOR
POINTS
COST
Torso Coverings
Padded Vest
none
0.5
5cr
COOR -1
0.8
10cr
Jazeraint Vest
COOR -1
1.0
15cr
Hauberk
END -2
1.5
100cr
Lamellar Vest
END -1
1.7
250cr
Breastplate
AGY -1
2.0
500cr
Leather Skirt
none
0.1
5cr
Lamellar Skirt
none
0.3
50cr
Plate Skirt
Agy -1
0.4
100cr
Padded Leggings
none
0.1
2cr
Leather Chaps
none
0.1
5cr
Plate Greaves
AGY -1
0.2
25cr
AGY -2
0.3
150cr
WAIST COVERINGS
LEG COVERINGS
EFFECT
ON STATS
ARMOR
POINTS
COST
ARM COVERINGS
none
0.1
2cr
END -1
0.2
25cr
COOR -1
0.3
100cr
Leather Gauntlets
none
0.1
2cr
COOR -1
0.2
20cr
Steel Gauntlets
COOR -2
0.3
50cr
none
0.1
2cr
none
0.2
20cr
Leather Cap
none
0.1
3cr
none
0.2
5cr
Steel Cap
none
0.3
25cr
Steel Helm
COOR -1
0.4
50cr
Great Helm
END -1
0.5
150cr
HAND COVERINGS
SHOULDER COVERINGS
HEAD COVERINGS
EFFECT
ON STATS
ARMOR
POINTS
COST
SHIELDS
Wooden Target
none
0.5
5cr
Wooden Shield
END-1
AGY -1
1.0
15cr
END -2
AGY -2
2.0
50cr
Wicker Shield
AGY -1
0.5
1cr
Steel Scales
none
0.5
15cr
Steel Studs
none
0.2
35cr
Leather Strapping
none
0.1
5cr
Cloth Padding
AGY -1
0.1
2cr
Steel Platelets
COOR -1
0.7
75cr
Plate Ribbing
AGY +1
0.0
150cr
Spikes
COOR 1
0.2
150cr
Gilding
none
0.0
500cr
Painting
none
0.0
500cr
Enamelling
none
0.0
700cr
Bright Colors
none
0.0
100cr
Engraving
none
0.0
900cr
Inlay
none
0.0
900cr
REINFORCEMENTS
APPLIED OVERALL
DECORATION
ITEM
BASE
PRICE
ITEM
LEG COVERINGS
BASE
PRICE
OUTER COVERINGS
3cr
Jacket
8cr
Pants/Breeches
5cr
Coat
12cr
Hose
2cr
Overcoat
9cr
Leggings
3cr
Surcoat
2cr
Breechclout
0.2cr
Toga
10cr
Pantaloons
3cr
Mantle/Cloak
12cr
Stockings/Tabi
0.5cr
Sweater
2cr
5cr
Poncho/Cape
1cr
TORSO COVERINGS
HEADGEAR
Shirt/Blouse
3cr
Bandana
0.1cr
Tunic
1cr
Cap/Fez/Skullcap
1cr
Vest/Waistcoat
2cr
Broad-brimmed hat
3cr
Eared cap
2cr
Turban
3cr
Hood
2cr
Short dress/Chiton
5cr
Long Dress
7cr
Robe/Kimono
8cr
ACCESSORIES
Slippers
2cr
Belt
0.5cr
Sandals
1cr
Sash/Girdle
1cr
Shoes
3cr
Gloves
2cr
Boots
5cr
Mittens
1cr
Thongs
1cr
Sheath
1cr
Clogs/Sabots
2cr
Short Scabbard
2cr
Moccasins/Soft shoes
1cr
Long Scabbard
3cr
MATERIALS
COST
MULTIPLIER
FINISHINGS
COST
MULTIPLIER
Bark/Veg. Fiber/Wood
X 0.5
Lace trim
X 1.5
Wool
X2
Beading
X 1.5
Soft Leather
X1
Embroidery
X2
Hard Leather
X3
Brocade
X2
X2
Fur Trim
X 2.5
Fleece
X2
Fur Lining
X4
Silk
X 10
Slashing
X5
Fish/Reptile Skin
X5
Piping
X 1.5
Satin
X5
X5
Cloth of Silver
X 20
X 1.5
Cotton
X1
Undyed/Natural
X1
Cloth of Gold
X 50
Feathers
X5
Suede Leather
X 1.5
Rich Lining
X3
Velvet
X5
Lining
X 1.5
Linen
X1
Silver Buckles
X 1.5
Gold Buckles
X2
X 1.1
Silver Braid
X 1.5
Slipshod
X 0.3
Gold Braid
X2
Poor
X 0.5
X 1.1
Good
X1
Excellent
X 1.5
Superb
X2
Armor Equivalences
Add up Armor Points from all items and compare to list below:
Less than 2.0 = SKIN
2.0 to 2.9 = HIDE
3.0 to 3.9 = STEEL
Greater than 4.0 = PLATE
Note: A person with a wicker shield should be treated as having wicker armor against arrows,
darts, dartguns, and sting weapons.
Equipment: Weapons
Damage
Skills Req
Hit Table
Range
Arc Knife
Arc Sword
Automatic Pistol
Automatic
Rifle
Baton
Cattleprod
Chemical
Grenade
Cogar
Combat Knife
Dart
Dart Rifle
Electric Stars
Electric Whip
Flare Pistol
Flare Rifle
Grenade
Launcher
Gyrojet Pistol
Gyrojet Rifle
Hand Cogar
Hatchet
Laser Pistol
Laser Rifle
Light Sword
Machete
Mag Rifle
Molecular
Sword
Revolver
Shrapnel
Grenade
Smoke
Grenade
Sniper Rifle
Sonic Pistol
Sonic Rifle
Sting Pistol
Sting Rifle
Stun Pistol
Stungun
Submachinegun
Unarmed
Volt Pistol
+20
+30
+15
blade+2
blade+3
gun+1
electric
electric
kinetic
short
point blank
medium
Tech
Level
8
8
6
+25
gun+2
kinetic
long
+0
+20
drug fog
melee+1
melee+1, blade+1
melee+1
bash
electric
N/A
short
point blank
short
0
6
6
+50
+10
+0
drug+15
+15
+30
+40
+40
See
Grenades
+20
+30
+40
+15
+15
+30
+50
+20
+30
+40
beam+5
blade+1
melee+1
gun+3
melee+4
melee+4
Gun+1, gyrojet+3
gun+1, gyrojet+3
gyrojet+3
long
short
short
long
short
short
short
medium
long
10
7
2
6
8
7
4
6
7
gun+1, gyrojet+1
gun+1, gyrojet+1
beam+4
melee+1
beam+1, gun+1
beam+3, gun+1
blade+3, beam+2
blade+1
gun+2, beam+2
blade+5
energy
cut
arrow
arrow
electric
electric
kinetic
kinetic
See
Grenade
kinetic
kinetic
energy
cut
energy
energy
energy
cut
cut
cut point
medium
long
short
short
medium
long
point blank
point blank
long
blank
7
7
10
4
8
8
10
4
8
9
+15
+40
gun+1
melee+1
kinetic
Sting
medium
short
5
5
smoke
Melee+1
N/A
short
+25
+10
+20
drug
drug
stun
stun
+30
gun+5
gun+1
beam+1, gun+1
gun+2
gun+3
gun+1
beam+1, gun+1
gun+1
kinetic
energy
energy
sting
sting
energy
energy
kinetic
far
short
medium
short
medium
short
medium
short
5
8
8
8
8
9
9
6
(varies)
stun
unarmed+1
gun+2
unarmed
electric
point blank
medium
0
7
Damage
Skills Req
Hit Table
Range
Axe
Bolo
Brass
Knuckles
Broadsword
Crossbow
Cudgel
Cutlass
Dagger
Daikyu
Dart
Flail
Foil
Foot Bow
Halberd
Hand Crossbow
Handaxe
Katana
Light Crossbow
Longbow
Mace
Nunchaku
Nunchaku
Pellet Bow
Rapier
Recurved Bow
Short Bow
Shortsword
Singlesticks
Sling Bullet
Sling Stone
Spear
Staff
Sword
Throwing
Knife
Two Hander
Unarmed
Wakizashi
Warhammer
Whip
+30
+20
+5 to
unarmed
+25
+40
+0
+15
+0
+30
+0
+15
+10
+50
+40
+15
melee+2
melee+3
melee+1
cut
bash
unarmed
point blank
medium
point blank
Tech
Level
2
1
4
blade+2, STR 8+
bow+1, gun+2
melee+1
blade+1
blade+1
bow+4
melee+1
melee+3
blade+4
bow+5
melee+3, STR 10+
bow+1, gun+1
bash
arrow
bash
cut
cut
arrow
arrow
bash
cut point
arrow
cut
arrow
point blank
long
short
point blank
short
long
short
point blank
blank
far
short
short
3
3
0
4
1
3
2
3
4
4
3
4
+15
+50
+25
melee+1
blade+5
bow+1, gun+1
cut
cut
arrow
short
point blank
medium
1
4
3
+40
+20
+20
+0
+10
+30
+25
+15
+15
+15
+10
+0
+15
+10
+15
+15
bow+4
melee+1
melee+4
melee+3
bow+1
blade+4
bow+4
bow+1
blade+1
blade+1
melee+2
melee+2
blade+1, melee+1
melee+1
blade+2
blade+2, melee+2
arrow
bash
bash
cut
bash
cut
arrow
arrow
cut
bash
bash
bash
cut
bash
cut
cut
long
point blank
point blank
short
medium
point blank
long
medium
point blank
short
medium
medium
short
point blank
point blank
short
3
2
1
2
2
4
3
1
2
0
2
0
1
1
2
3
+40
(varies)
+20
+30
+15
bash point
unarmed
cut
bash
bash
blank
point blank
point blank
short
short
3
0
4
2
1
Hide Ballistic
-5% -10%
Steel
-15%
Plate
-20%
Ceramic
-25%
Plasteel
-35%
Chrmskn Wicker
0
-5%
Hide Ballistic
0
-5%
Steel
-10%
Plate
-15%
Ceramic
-20%
Plasteel
-40%
Chrmskn Wicker
0
-45%
Hide Ballistic
-5% -15%
Steel
-15%
Plate
-20%
Ceramic
-25%
Plasteel
-35%
Chrmskn Wicker
0
-5%
Hide Ballistic
-5% -15%
Steel
-15%
Plate
-15%
Ceramic
-25%
Plasteel
-35%
Chrmskn Wicker
0
0
Hide Ballistic
0
-5%
Steel
-10%
Plate
-15%
Ceramic
-20%
Plasteel
-30%
Chrmskn Wicker
-35%
0
Hide Ballistic
-10% -35%
Steel
0
Plate
0
Ceramic
-45%
Plasteel
-25
Chrmskn Wicker
0
-30%
Hide Ballistic
-10% -25%
Steel
-55%
Plate
-80%
Ceramic
N/A
Plasteel
N/A
Chrmskn Wicker
0
-10%
Hide Ballistic
-5% -10%
Steel
-15%
Plate
N/A
Ceramic
N/A
Plasteel
N/A
Chrmskn Wicker
0
-5%
Ammunition
Ammo Price
battery 7
1cr
armpak 7
2cr
10 shot clip
1cr
20 shot clip
1cr
none
N/A
none
N/A
none
N/A
none
N/A
none
N/A
battery 7
2cr
armpak 10
10cr
none
N/A
bolt
6/3cr
none
N/A
none
N/A
none
N/A
long arrow
6/5cr
none
N/A
1 dart
0.5cr
none
Disposable
armpak7
4cr
none
N/A
1 flare
1cr
1 flare
1cr
none
N/A
long arrow
6/5cr
Shrapnel Grenade
3cr
Drug Grenade
4cr
Smoke Grenade
4cr
See Grenade
N/A
5 shot clip
3cr
10 shot clip
5cr
none
N/A
armpak 10
10cr
short bolt
6/1cr
none
N/A
none
N/A
armpak 8
5cr
armpak 8
5cr
bolt
6/3cr
armpak 10
10cr
long arrow
6/5cr
none
N/A
none
N/A
60 shot clip
2cr
none
N/A
none
N/A
bullet
5/1cr
stone
N/A
Equipment: Weapons - 136 -
Weapon Price
10cr
20cr
5cr
10cr
20cr
5cr
5cr
1cr
20cr
7cr
200cr
2cr
350cr
0.5cr
10cr
1cr
300cr
6/5cr
30cr
10cr
15cr
10cr
5cr
10cr
3cr
400cr
N/A
N/A
N/A
20cr
5cr
10cr
70cr
80cr
200cr
10cr
150cr
10cr
20cr
200cr
150cr
50cr
15cr
5cr
75cr
80cr
5cr
25cr
25cr
none
arrow
6 cartridges
arrow
none
none
bullet
stone
1 cartridge
armpak 8
armpak 8
none
none
none
25 shot clip
50 shot clip
armpak 9
armpak 9
30 shot clip
none
none
none
none
5 shot clip
none
none
none
N/A
6/2cr
0.1cr
6/2cr
N/A
N/A
5/1cr
N/A
0.1cr
5cr
5cr
N/A
N/A
N/A
1cr
3cr
7cr
7cr
2cr
N/A
N/A
N/A
N/A
2cr
N/A
N/A
N/A
75cr
200cr
2cr
25cr
3cr
1.5cr
1cr
1cr
50cr
10cr
30cr
2cr
1cr
6/5cr
10cr
30cr
7cr
20cr
10cr
5cr
10cr
40cr
N/A
10cr
50cr
20cr
5cr
Cost
Modifier
Skill
Required
Effect on combat
Steel
Ironwood
Silver
Iron
Obsidian
X1
X.8
X5
X1
X.5
smith
carpentry
smith
smith
mason
Copper
X2
smith
Bronze
X2
smith
Flint
X.5
mason
Ash
X.3
carp
standard
-15 damage
-15 damage
-5 damage
-10 dam v steel+
armor
-5 dam v plate+
armor
-5 dam v plate+
armor
-15 dam v steel+
armor
-20 dam
Blade/Head Decoration
Item
Cost
Modifier
Skill
Required
Description
Damascening
Etching
X1.5
X3
smith
chem
Engraving
Inlay - Mother of
Pearl
Inlay - Silver
X3
X5
sculpt
sculpt
X10
sculpt
Inlay - Gold
X15
sculpt
Inlay - Copper
X3
sculpt
Polish
Gold Wash
Pattern Hammering
Runes
X1.5
X5
X2
smith
chem
smith
X2
smith
Cost
Modifier
X1
X.8
X3
Skill
Required
tan
weav
tan
X3
smith
X2
smith
X1.5
smith
Description
Wrapping around haft to cushion the grip
Wrapping around haft to cushion the grip
Wrapping around haft to cushion the grip non-skid grip
Counter-wrap to hold soft material on decorative
Counter-wrap to hold soft material on decorative
Counter-wrap to hold soft material on decorative
Crosspiece
Item
Plain
Filigree
Bejeweled
Bladed
Gold wash
Silver wash
None
Pommel/Shoe
Item
Brass knob/shoe
plain
Silver knob/shoe
plain
Gold knob/shoe
plain
Copper knob/shoe
plain
Fancy knob/shoe
Bejeweled knob/
shoe
Cost
Modifier
X1
X1.5
+ jewel cost
X 1.2
X2
Skill
Required
smith
smith
smith
Description
smith
X2
X1.5
X.8
chem
chem
none
Cost
Modifier
X1
Skill
Required
smith
Description
X2
smith
Silver material
X3
smith
Gold material
X1.5
smith
Copper Material
X1.5
+ jewel cost
X1.2
smith
smith
Decorative Shape
Set with Jewels
Standard
Fancy
Fancy with jewels mounted
Standard
X 2.0
X 1.5
X 1.0
X 0.5
X 0.3
Multiply the base cost of the weapon by the modifiers to find the final cost
.
Star Cluster
Constitution
Constitution is the character's total ability to keep
functioning. The constitution is the character's
strength, coordination, agility, and endurance added
together and multiplied times ten. The constitution
has various levels which indicate how the character is
doing:
Normal
The character is at peak condition, and functioning normally.
Hindered
The character is hurting. Initiative, To Hit, Damage, Skill, and any other %d roll is at a penalty of
20. This may be a +20 where you need to roll low
as in initiative or to hit, or a -20 where you prefer
to roll high, such as damage.
Unconscious
The character becomes Unconscious. The character can be made conscious again by shaking or
shouting, but any damage will make the character
Unconscious again. In addition, the character is
also Hindered.
Seriously Wounded
The character is really hurting. The character is
Unconscious, cannot be woken up, and is bleeding to death at the rate of 10 points per round.
The bleeding will stop if the wound is bound,
another character taking one round to do so, and
is defenseless while doing so.
Normal Level is 100% of constitution,
Hindered Level is 75% of constitution,
Unconscious Level is 50% of constitution, and
Seriously Wounded Level is 25% of constitution.
Cover is the use of obstructions to decrease the probability of being hit. Examples are hiding behind a
rock, or firing from around a doorway. In StarCluster,
Medium - Between 10 and 50 meters.
cover is rated in 4 steps: 25% cover, 50% cover, 75%
Playing the Game - 144 Short - Between 2 and 10 meters.
antidotes.
Healing
Healing can be accomplished several ways. Psionically,
with heal, the healing takes place immediately. Normal
healing takes place over time, at a rate of 20 points a
day. A successful diagnosis skill check adds a bonus of
+20% to the success of the treatment, drug, herbalism, or surgery skills. With a successful drug or herbalism skill check, the regimen boosts the rate of
healing by another 30 points a day. A successful treatment or surgery skill check adds a bonus of another
30 points a day. You can't use certain skills in combination. For instance, surgery and treat work with different methods in a similar manner. Thus they cannot
be used on the same person at the same time. The
same holds true for drug and herbalism. The maximum natural healing rate, therefore, is 80 points a day.
This assumes normal healing (20), plus either drug or
herbalism, plus either surgery or treatment (+30).
Normal healing requires a minimum of seven hours
of sleep per night and non-strenuous work for the
duration. Without both of these conditions being met,
no healing will occur.
Armor
Remember, if you feel that in the given situation a different check would be more suitable, go with your
instincts. These are guidelines, not hard and fast rules.
We laid out these several methods to give GMs a
choice, as we felt that the GMs, who know more
about the given situation than we ever could, would
be the best ones to decide.
Weapons and Skills
The "Skill Required" column in the Equipment:
Weapons guide refers to the skill required to wield the
weapon effectively. Anyone can pick up a Molecular
Sword and whack at things with it, but it takes real
skill to use effectively. A person using a weapon uses it
at the lowest level of the appropriate skill unless their
skill level meets or exceeds the skill required to wield
the weapon effectively. For example, Margaret, with a
skill of blade+3, attempts to wield a Molecular Sword,
which requires a skill level of blade+4. Margaret will
be effectively blade+1 while using the Molecular
Sword until her blade skill is at least blade+4. At that
point, Margaret can use the Molecular Sword to its
full potential and has an effective skill of blade+4 with
the Molecular Sword. Damage is prorated to the level
of skill the weapon wielder possesses. For instance a
sword has a damage rating of +15 and requires a skill
level of blade+2. The damage is divided by the level
and rounded down, so that the sword has a damage
rating of +7 in the hands of a person with a skill level
blade+1 and a damage rating of +15 in the hands of a
person with a skill level of blade+2. To return to Margaret, our example from before, she has the following
to hit and damage ratings at various skill levels:
At 15 Margaret gets blade+1, making her a blade+1.
She uses a Molecular Sword with a 45% chance to hit
and a damage of +10.
can decipher languages because the roots of the language are known and the differences can be deduced.
Most people cannot learn languages from these operational principles, they learn them from doing. The
GM should decide what languages the characters
speak, and at what level of competence.
A person with a Fluency in a language is automatically
rated competent in any nonnative dialect of that language, and is automatically rated as Acquainted in
related languages. For example, using Earth languages,
a Fluency in Standard German means the person is
automatically Competent in the Bavarian dialect and is
automatically Acquainted with Dutch. This simulates
the fact that root words can be similar enough to be
understandable between languages. A German
speaker would be able to - say - ask where the bathroom is and be generally understandable to a Dutch
speaker with a bit of effort on both parts, but would
be unable to have anything approaching a normal
conversation. With Competence, the people involved
can communicate normally, but many subtleties are
lost. No one would mistake a Competent person as a
native. With Fluency, all shades of meaning come
through, true translations become possible, and one
can pass as a native, all other things being equal.
Levels of Mastery
Levels of mastery are skill levels at the multiples of +5
(+5, +10, +15, etc.) Each level of mastery gives the
character repeated attempts at success. In combat, this
translates to multiple attacks per round. A character
with a single level of mastery gains a second attack,
while one with double mastery (+10) has three attacks
per round. Repeated attacks wouldn't mean much for
- say - a biology check, so for non-combat skills, each
level of mastery gains the character a re-roll if the previous roll fails.
For example, a character with a skill level of +11 not
only has a base success chance of 95%, but if the first
roll is a failure, the character has 2 re-rolls to make it.
A character with a double mastery should almost
never fail at that skill.
Sample Spaceships
One of the most important things a party will need is a spaceship, but buying a new spaceship - even a small one
- is out of the question for any character or even a small group of characters. They can find one, steal one, get
one in a will, go into debt to their eyebrows, or buy a fixer-upper. Usually, the GM somehow finagles a ship
into the hands of the players, but it is best if the players buy one collaboratively, as it will help bind the group
together.
Following are 2 spaceships to use in your games. Both ships are inexpensive enough for a small group of characters to buy pooling their money, but for different reasons. The Kane Class ships have a known defect, while the
Owl Class ships are awkward and old fashioned.
Vehicle and Starship Guide - 150 -
The Kane Class is a fairly new design, first laid down in the year 140 at the Shamshir Yards orbiting Thinker. The
designer is Ibrahim Jamaal al Musa, who created the Kane class as a somewhat larger and more expensive scion
of the wildly successful Egg trader. The Kane was launched with much fanfare, and orders poured in, until it was
discovered that the Kane ships had a nasty defect. After a couple of years of operation, the drives began to go
flakey, developing odd and unpredictable quirks. The complaints came in, and the Shamshir Yards tried replacing the drives, but so many had been sold that the company went bankrupt before a tenth of the Kanes sold had
been fixed. Thousands of Kanes were dumped on the market, prices reaching 1/10 the original cost.
Player Characters can pick up a 5-10 year old Kane class ship for 15,000-20,000cr if they are willing to deal with
the quirkiness of the drives. The drives will suddenly shut off, burn out components, run at top thrust for no
reason, unpredictably change thrust, and other annoying and possibly dangerous problems. A good engineer is a
must on a Kane crew. Kane cargo handling is excellent, with a drive on ramp and wide loading doors. The Kanes
have a 9:1 M/AM ratio, so they can run for 1200 hours at 1G on 10% mix, or 400 hours at 3G on Cruise Mix.
The Owl Class Jump Craft is tiny, cramped, and ill-laid out. The last Owl was built around the year 100, and the
craft is ancient, but it has a high cargo-to-weight ratio, and requires a only the smallest of crews. Thousands of
Owls were built over the years, and most of those sturdy, ugly little craft are still running - somewhere.
The Owls are ubiquitous, cheap, and reliable, thus certain smugglers love them. The Owl is as unremarkable as a
beige family sedan, and often escapes notice. They carry a 9:1 Matter to AntiMatter ratio, and can run for 200
hours at 3G on cruise mix or 600 hours at 1G on 10% mix despite the nominal ratings.
With any old ship, maintenance is a problem. Owls are very reliable when maintained well, but break down
quickly if they are neglected. Owl crews need to be trained in a variety of shipboard duties, as the crew is limited
to 2 on mainday and 2 on alterday, and thus each crew member wears a lot of hats. The Owls configuration is
awkward - no loading ramps or big cargo doors, thus the size of cargo is limited to what can fit in the elevators standard 2 ton container cargo is normally the maximum. Owls can be found for 5,000-10,000cr in decent condition.
Vehicle and Starship Guide - 152 -
Non-Player Characters
and Character Options
Non-Player Characters
Non-Player Characters are all the other people in your game setting, besides the Players' characters. They are the
farmers whose land the player characters cross. They are the lawyers whose advice the Player Characters seek.
They are the mothers and fathers, sisters and brothers, and long lost cousins who show up on the doorstep
needing a place to stay. All of them are created by the Game Master to propel the game along and populate the
setting.
Unless a character is very old, she will not have a lot of very high level skills. Remember the trade-off
between many skills and depth in those skills. Typical characters will have mastery (skill+5) in at most one
skill by the age of 25, and perhaps three or four by age 45. Double mastery (skill+10) is rare, and triple
mastery (skill+15)is truly exceptional. Double and triple mastery are indications that the character has
neglected breadth of knowledge for the sake of depth of knowledge.
Giving a character very many skills, many skill masteries, or both means the character will be old.
Remember to decrease the character's physical attributes appropriately to reflect the character's aging.
All these tables are there for your convenience as GM. Think of randomly rolling such things as spur to
your imagination. If you decide to just pick something interesting instead of rolling, go for it! If you do roll
randomly, ignore any result that is inconsistent with the setting or anything previously established about the
character.
The listings are very vague. They should be used as spurs for your creativity. For instance, the result of "Fleeing
Persecution" in the NPC Missions table implies that there is persecution to be fled from, that someone/some
organization is persecuting people, and that this someone has a reason for this persecution, good or bad. Fitting
this into your game setting may be impossible, in which case toss out the result and select something different.
On the other hand, this could be a hook deeper into something interesting that you hadn't thought about. Is the
persecution public? Is it deadly? Are the persecutors likely to come here looking to enforce the persecution?
What about the PCs? What will their reaction be? A lot can be built on a vague little two word table result.
The last table the Game Master uses is the NPC Relative Wealth table. This gives an indication of the NPC's
possessions. The Game Master selects a moderately wealthy result. This is to reflect the bizarre but expensive
clothing he has already given Folea Kaumal. With this the character is ready to play for a fairly long term.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
or NPC Mission
Open Religious Rite or Ceremony
Secret Religious Rite or Ceremony
Victim of Vast Political Conspiracy
Delusions of Vast Political Conspiracy
Trade Mission
Spying
Searching
Open Political Mission
Secret Political Mission
Tourist
Member of Political Cabal
Delusions of Membership in Political Cabal
On Way to Somewhere Else
Fleeing Persecution
Fleeing Law
Theft or Criminal Activity
Compelled Against Will
Madness
Prophecy
Love
NPC & Character Option Guide - 159 -
Personality Hook
01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-48
49-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90
91-93
94-96
97-99
00
Whimsical
Brooding
Pondering
Joking
Teasing
Flighty
Monomaniacal
Laid Back
Focused
Honorable
Scheming
Byzantine
Straight Arrow
Patient
Sneaky
Despondent
Sloppy
Haughty
Tricky
Earnest
Bashful
Humble
Angry
Bitter
Paranoid
Watchful
Planner
Improvisor
Whacky
Reserved
Brash
Whining
Languid
Roll twice
Roll or Choose
Skill Plus
01-45
46-85
86-93
94-97
98-99
00
1
2
3
4
5
6
Incidental Skills are skills which the character has learned, but which have not proven vital in the character's life's
work. For instance, Ride skill for a Diplomat is not vital to the Diplomat's performance of duty, although it may
be very useful.
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
320
240
160
80
STR:8
COOR:8
AGY:8
END:8
Weapon Skill+3
Armor: Ballistic or Skin
Other Relevant Skills: None
Unarmed Combat Damage: +15
To Hit:55%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
320
240
160
80
STR:8
COOR:8
AGY:8
END:8
Weapon Skill+4
Armor: Ballistic or Skin
Other Relevant Skills: Sneak+1
Unarmed Combat Damage: +20
To Hit:60%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
320
240
160
80
Gunman:
STR:9
COOR:9
AGY:9
END:9
Weapon Skill:+3
Armor:Ballistic or Steel
Other Relevant Skills: Sneak+1, React+1
Unarmed Combat Damage: +20
To Hit:60%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
360
270
180
90
Army:
STR:9
COOR:9
AGY:9
END:9
Weapon Skill:+4
Armor: Ballistic or Steel
Other Relevant Skills: Tactics+2
Unarmed Combat Damage:+25
To Hit: 65%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
360
270
180
90
Thug:
Cop:
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
400
300
200
100
Bodyguard:
STR:10
COOR:10
AGY:10
END:10
Weapon Skill:+5
Armor:Ballistic or Ceramic
Other Relevant Skills: Observe+3, React+3
Unarmed Combat Damage: +30To Hit:70%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
400
300
200
100
Marine:
STR:10
COOR:10
AGY:10
END:10
Weapon Skill:+6
Armor:Ballistic
Other Relevant Skills: Dash+2, Observe+2, React+2
Unarmed Combat Damage: +35
To Hit: 75%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
400
300
200
100
Armored Marine:
STR:20(10)
COOR:10
AGY:10
END:10
Weapon Skill:+6
Armor:Ceramic or Plasteel
Other Relevant Skills: Zero-G+2, React+2, Tactics+2
Unarmed Combat Damage: +55
To Hit:100% (75%)
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
400
300
200
100
Special Forces:
STR:11
COOR:11
AGY:11
END:11
Weapon Skill:+7
Armor:Ballistic or Plasteel
Other Relevant Skills: Tactics+3, Demolitions+3, gunnery+3
Unarmed Combat Damage: +45
To Hit:85%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
440
330
220
110
Double Master:
STR:13
COOR:13
AGY:13
END:13
Weapon Skill:+10
Armor:Any
Other Relevant Skills: React+5, Observe+5
Unarmed Combat Damage: +65
To Hit:105%
Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:
520
390
260
130
Note: The names are for illustrative purposes. The Strength stat of 20 under Armored Marine assumes powered
armor while the number in parentheses is the un-enhanced non-powered stat.
Space Combat
transit is in objective time - and Psionic Power which determines how far away that relocation
can be.
Jump Travel is by Jump Routes. Jump routes are
naturally formed by a complex relationship of
stellar type and location. The Jump Routes for
the Cluster are a closed system, meaning there is
no way to use a Jump Drive to enter or leave the
cluster. The only way in or out is via slow GDrive or Fusion Drive travel.
Jump along a particular Jump Route can only be
effected at one point in every system. This point
is called the Jump Point for that Route, and there
are as many Jump Points as there are Routes. It
is always located somewhere on Orbit 1 of the
system, but it's exact location changes continually. Astronomers can locate the jump point by a
tedious process of estimation, which is why all
Jump Ships must carry an astronomer, to locate
the Jump Point. Jump Points must be entered
into at a particular speed, that being the speed at
which the relative motion on the ship and of the
system you are entering into are zero. The other
end of a Jump Route is the Exit point. The exit
point is a place somewhere on the orbit after the
last occupied orbit of a star. In other words, if
the last planet is in Orbit 4, then the Exit Point is
located somewhere in Orbit 5. Astronomers can
locate it by the same process used in locating
Jump points, but it is almost never done. The
ship enters and exits the Jump Route at a relative
speed of zero in comparison to the system it is
entering.
Age
Description
1
Stone Age
Beginnings
of
Agriculture, towns and cities. Trade is by barter.
Stone, Copper, and Wood are the characteristic
materials. The defining technology is Agriculture.
2
Ancient Age
City-states and
empires. The first real roads. Trade is by coin
and barter. Iron and Bronze are the characteristic materials. The defining technology is Metalworking.
3
Medieval Age
Feudalism, peasants, and serfs. Trade is in coin or by barter. The
characteristic materials are Stone, Wood, and
Add-in
A standardized drop-in
sub unit. Used on pods because of the premium
of space and flexibility over cost. Weapon Addins are either in-line weapons or turrets. TurBackwards Diasporan cultures are allowed into
reted weapons require a separate gunner, as the
both the Diasporan Community and SaVaHuTa, pilot fires in-line weapons. Add-ins can be
but they have no voting privileges. They are also swapped out in any ships bay.
not taxed, and have the benefits of membership Station
A cluster of equipment
in the larger communities. Advanced cultures, optimized to allow an operator to perform a
those rated with Tech Levels of eight and above, specific function. A more powerful station can
are the heart of modern civilization. These are be reprogrammed to substitute for a lesser stathe cultures that build and operate starships, that tion, if necessary.
colonize and trade throughout the Cluster. Not
Pod Deployment
Weapons pods are norall areas of a world are necessarily the same Tech
mally carried inside the ships bay or their own
Level.
specialized weapons bays. In order to use them,
the pods must be deployed - i.e. moved outNomenclature
StarCluster uses some words in fairly specific, side the vessel. This is considered an aggressive
act and may be grounds for shooting, especially
nonstandard ways. Below are some examples of
with police, customs, or naval vessels. Naval vesStarCluster nomenclature:
sels usually travel with pods deployed, except
Ship
A space vehicle of over
during pod refueling and Jump.
100 Tons.
Detection and measureSmall Craft
A space vehicle of 100 Scan
ment instrumentation. Scan uses both passive Tons or less.
no detectable emissions - and active methods to
Jump Ship
A ship with Jump Drive.
locate and quantify hazards. Active scan can be
Jump Craft
A small craft with Jump
turned off. With active scan off, and shields and
Drive.
Space Ship
A ship without Jump drives off, a ship cannot be easily differentiated
from asteroids or other space debris.
Drive.
Shields
Protective measures used
Pod
A small ancillary vessel
by
ship
to
defend
itself.
This is a collective term
powered by A-Grav
which
covers
a
number
of
different technologies
Weapons Pod
A pod designed to be
such as antimissile lasers and mass drivers,
carried on a ship, housing weapons. These pods
are remotely operated by gunners. Since they reflective plasma fields, EM dispersion, and
operate using A-Grav, they are only available at other measures. Shields are an active defense,
and require skill and knowledge to use.
TL 9 or 10.
Engineering
Works with the various
Weapons Turret
A turret carrying weapsystems
and
subsystems
on a ship or pod, primaons. These are only used in TL 7-8 ships and
rily the drives.
pods, since weapon pods are inherently superior.
Matter and anti-matter.
A turret will cost the same as an equivalent pod, M/AM Fuel
and be the same tonnage. A TL 8 ship which is Each fuel component is kept separate until comatmospheric must enable the turrets to become bined in the mixing/combustion chamber.
Observatory
Area containing instrurecessed, at the same cost and tonnage as a ships
mentation for locating and identifying objects in
bay.
In-line Weapon
A weapon built into the space. Used by astronomers for finding Jump
ship or pod itself, aimed by pointing the whole Points and assisting in targeting during combat.
Trivox
Literally "three voice".
ship or pod.
Star Travel and Space Combat - 170 -
Tech Level of the world is. Type B spaceports are generally small but well equipped,
high tech level ports. This is because the
spaceport has been imported from a higher
tech world. These installations are typical on
Thieves' Worlds and on Hunting Planets,
both of which get much traffic from high
tech worlds in comparison to the size of the
population.
Spaceport Type C is an orbital spaceport with no
ground component. Type C spaceports are
usually found around colony worlds, as the
colony ship or ships generally remain in
orbit around the colony after the colonists
land on the new world, serving as the base
of a starport, with the landers now functioning as shuttles. Older colonies have substantially modified these original colony ships as
their needs have grown, but the core is still
there, even if it has been dismembered for
component parts.
Spaceport Type D is a spaceport with both
orbital and ground components. Type D
spaceports are found on and around worlds
of Tech Level 8 and above with substantial
populations, in other words, States or Colonizers. In busy systems like Gloria, there
might be half a dozen spaceports on the
ground or in orbit, some very specialized in
what traffic they care for. One station might
tend only to fission craft, with special safeguards against the radiation, or another
might only work with asteroid mining craft.
Each world is different in it's needs, and thus
in the exact distribution of services.
Example:
KEW mine penetrates for damage. A 1d10 is
rolled, and a result of 10 is obtained.
This is a critical hit, and a second d10 is
Penetration of shields
rolled for a Critical Damage result of 10.
The character manning the shields station
A third d10 is rolled for a Critical Damattempts to block penetration of the Shields
age #2 result of 4 Final damage =
by the weapon if a hit is scored.
1d10(10)*DM(2)*10=200*DamA successful ships guns check means the
age(10)*Critical damage #2(4) = 8000
Star Travel and Space Combat - 172 -
tion is *.5
At its full constitution*.25, the ship is Hammered.
All rolls are at -60% and max acceleration is *.25
A successful drives check will repair 200 constitution points per round.
A successful mechanics check will repair 100
constitution points per round.
A successful electronics check will repair 100
constitution points per round.
Once a ship passes Damaged level, repairs cannot fix the ship beyond Hindered level.
Once a ship passes Hammered level, repairs cannot fix the ship beyond Damaged level.
In order to fully repair this damage, the ship
must go to a starport for a refit.
Ship Constitution
Ships have 10 constitution points per ton,
rounded up.
Examples:
5 ton small craft = 50 constitution
100 ton shuttle =1000 constitution
550 ton merchantman = 5500 constitution
At its full constitution*.75, the ship is HinObserver allows more precise target acquisition
dered.
for the gunner, rolling an astronomy
All rolls are at -20% and max acceleracheck to boost the chances of a hit.
tion is *.75
At its full constitution*.50, the ship is Dam- Gunner fires the weapon, rolling a ship's guns
aged.
check to hit the target.
All rolls are at -40% and max acceleraStar Travel and Space Combat - 173 -
GM as 845-Lo2 (Observer): (Rolls an astronomy check and fails) "Dang it! I must
have lost it in the shield flare!"
Eunice (Shield Tech): (Rolls a ships guns check
and barely fails) "Arrrrgh! I hit it too
late! Brace yourselves folks! Were gonna
get nipped!"
(Being a smuggler, the Pettit has no additional
armor, thus none of the blast is absorbed.)
GM to group: "The missile penetrates the
shields and detonates too close to the ship!"
(GM looks down systems tables, decides on the
Sensor Array Subsystem) (GM rolls damage on a
d10 and gets a 7, for a damage result of 700, putting the ship below Damaged level if Damage
Control fails.) "Tamauna! Scan just filled with
noise! You are having trouble picking out the
other ship. Gregor! Theres a fire in the sensor
tunnel, and one of the bulkheads has collapsed
over the data line."
Gregor (Engineer - the ship has no Maintenance Tech): (Rolls an electronics check
and succeeds) "Im on it! Ive got the fire
out, now to relieve the pressure from
that ruptured bulkhead!" (Rolls a
mechanics check and succeeds) "Whoohoo! Who da man! Who da man!"
GM:
(reduces
the damage to 175 points
GM to the group: "The Warbeck fires a laser
(700*0.25) which leaves the ship back
and a missile." Rolls skill checks for the Warabove Damaged level) "Tamauna, Scan
becks gunners and succeeds both times. "Look
just snapped back in! You are go!"
out! They are both targeted dead on!"
Tamauna (Scan Tech): "You bet! That was a
close one! Piotr! (rolls an astronomy
GM as Micah (Pilot): (Rolls a pilot check and
check and fails) Sending, but this ones
fails) "Great! I just zigged when I
blurry as hell! Can you help, 845?"
shoulda zagged! Eunice! Youd better get
GM as 845-Lo2 (Observer): (Rolls an astronthese babies!"
omy check and succeeds) "Ive got a bit
GM as 845-Lo2 (Observer): (Rolls an astronbetter lock. Sending!"
omy check and succeeds) "I have acquiDanner:
"Good luck Piotr!"
sition on the laser! Over to you, Eunice!"
GM as Piotr (Laser Gunner): (Rolls a ships
Eunice (Shield Tech): (Rolls a ships guns check
guns check at -35 (-25 + 10 + -20) and
at -15 (+10 + -25) and succeeds) "Yes! I
fails spectacularly) "No good, guys! That
nailed that one! Have you got the missile,
one was so far off I might have hit us!"
845?"
Star Travel and Space Combat - 175 -
DF
1
2
1
3
5
1
10
2
2
10
2
40
2
30
5
20
20
40
43-48
49-60
61-70
71-73
74-79
80-95
96-00
System
%d roll
Subsystem
Drive System
01-80 Main Drive Subsystem
81-00 Auxiliary Drive Subsystem
Life Support System
01-45 HVAC Subsystem
46-53 Waste Recycling Subsystem
54-60 Hydroponics Subsystem
61-00 Food & Water Subsystem
Scan System
01-50 Sensor Array Subsystem
51-55 GRADAR Subsystem
56-70 Spectral Analysis Subsystem
71-00 Data Integration and Projection Subsystem
Shield/Deflector System
01-45 Antimissile Subsystem
46-90 Anti-Energy Weapon Subsystem
91-00 Drone Lure Subsystem
Control System
01-20 Attitude Jet Subsystem
21-75 Lift Subsystem
76-00 Landing Subsystem
Cloak and Dagger System
01-25 EM Countersank Subsystem
26-50 Active GRADAR Subsystem
51-75 Configured Transponder Subsystem
76-00 Reflective Plasma Shaping Subsystem
Communications System
01-45 In Ship Comm Subsystem
46-85 Radio Subsystem
86-00 MASER Subsystem
Structural System
01-95 Hull Armor
96-98 Docking Subsystem
98-00 Emergency Airlock Subsystem
Weapons System
01-50 Laser Subsystem
51-60 COGAR Subsystem
61-85 Missile/Torpedo Subsystem
86-90 Particle Beam Subsystem
91-92 KEW Subsystem
93-00 Reaction Cannon Subsystem
Star Travel and Space Combat - 178 -
x+6
x+7
x+8
x+9
x+10
3.44
3.56
3.62
3.90
4.22
X
5.60
8.40
11.40
15.76
4.60
4.66
4.74
4.96
5.22
5.60
X
8.94
11.80
16.06
7.76
7.80
7.84
8.00
8.14
8.40
8.94
X
13.36
17.24
10.94
10.96
11.00
11.18
11.20
11.40
11.80
13.36
X
18.88
15.44
15.46
15.48
15.56
15.62
16.06
16.06
17.24
18.88
X
x+6
x+7
x+8
x+9
x+10
3.18
3.10
3.00
2.60
2.06
X
3.06
6.96
10.38
15.06
4.42
4.36
4.28
4.02
3.68
3.06
X
6.26
9.92
14.74
7.66
7.62
7.58
7.42
7.26
6.96
6.26
X
7.70
13.36
10.86
10.84
10.80
10.70
10.58
10.38
9.92
7.70
X
10.90
15.38
15.36
15.34
15.28
15.20
14.74
14.74
13.36
10.90
X
Jalan, Anson 2
On Jalan, the original Homo Erectus stock evolved in
several different ways, but at least one variety of
humanoid which evolved there is virtually indistinguishable from Diasporan Humanity. The peoples of
Jalan did not evolve in a technological manner as
quickly as on Earth, instead developing amazing
psionic powers far beyond normal human abilities. As
all information on Jalan, as well as contact with the
planet, is under SaVaHuTa interdict, and as the
humanoids of Jalan have had very little impact on the
rest of the Cluster, we will move on to more important matters.
Tamana, Brass 2
On Tamana, under the smouldering red sun of Brass,
Homo Erectus was at first almost wiped out. The
large and aggressive plains carnivores of Tamana were
ruthless in harrying the people. The bands of humans
retreated into the rain forests, where they lived in the
mid-canopy region. As Tamana is cooler than Earth,
they evolved more hair as a covering. Their eyes
became more receptive to dim light. Their feet
evolved into efficient climbing gear with long grasping toes and an opposable thumb. Most remarkably,
they evolved a long prehensile tail like some of the
monkeys of Old Earth. Thus equipped, they came to
dominate the forest and move out onto the plains.
Faren, Plush 3
Faren is a water world, with only scattered tiny islands
breaking up a sea that stretches from pole to pole.
The original Home Erectus set down by the Seeders
soon stretched the food supply on the islands to the
breaking point. Some of the H. Erectus colonizers
began actually living in the shallow lagoons. It was a
blessed respite. The intense amount of radiation
pumped into Faren by Plush was mitigated by the
water, and the water supplied plenty of food. The H.
Erectus soon became very different from their forbearers. They lost their hair and grew a layer of subcutaneous fat. Their ears were tiny, and their nostrils
could shut tight against the water. Their feet grew
longer and flatter, and they grew a wide, muscular,
diamond shaped tail. They could propel themselves
through the water very quickly with the tail, using
their paddle-like feet to steer. Their skins became patterned with wild colors for camouflage and for identification, as each person's pattern was individual.
The worlds of course warped them also. The programming of the robot brains was seemingly imperfect, witness the selection of asteroid moons over lush
earth-like planets, as happened several times. The
robots were equipped to deal with settling asteroids,
however, and they were settled. Many Diasporan
communities descended into barbarism and savagery,
either at this point or on the trip, and had to figure out
a way to live in these strange circumstances. This was
the way things were when the speed of light limited all
interplanetary travel, and banished interstellar traffic
altogether.
The Diaspora
Transluminal Speeds
Humans left Old Earth in thousands of sublight generational ships, slowly leaving the vicinity of the original homeworld. They left over a period of about one
hundred years, the later ships arriving first because
they were faster. There has been a colony ship
reported within the last decade, though it proved
dead, and there are others on their way. They were not
aimed just at the Cluster, Humans scattered all over
the galaxy, but the Cluster was the target for many.
What they did not know was that Keta Kakti was
offering them Jump Drive technology for trade. They
couldn't understand it because his Universal Translator didn't have any Diasporan Languages in it, as they
were the first Diasporans the Kertu-Drua had ever
The Cluster was divided up by SaVaHuTa into administrative Sectors at the natural choke points of the
Jump routes. Leda System became a sector of its own,
known as Sector Prime. Sector Second included Iris
System and every thing beyond it, with its capital on
Adma. Sector Third included Bullet System and all
beyond, with its capital on Faren. Sector Fifth
included Artemis system and everything beyond it,
with its capital on Tamana. Sector Fourth connected
all the other systems together, with its capital on Glorianna. The next year, the first of the leagues, was
called Year Zero, the start of a new calendar adopted
by both SaVaHuTa and the Diasporan Community.
becomes eligible to be a State. The vote that was formerly controlled by the Colonizer reverts to the new
State, and it is theoretically independent. Most former
Colonies remain attached to the Colonizer in informal
ways, ties of relation and trade being usually quite
strong, and remain in the voting block of the Colonizer.
It is possible to delay the independence of a Colony
through various means, some blatant and some very
subtle. For instance, it is rumored that Glorianna colonized Windsor because it was a heavy world, and the
economic self-sufficiency of the Colony would either
be delayed by the investment in imported A-Grav that
the Colony would need, or if they did without A-Grav,
the productivity of the people would be sharply curtailed. Either way, the colony would be delayed in
gaining its independence. Delaying the Colony's independence, however, is a costly strategy in many cases.
A Colony which feels that the Colonizer was delaying
independence artificially - whether true or not - will
be unlikely to remain in the Colonizer's block, and
may actively seek to oppose its former Colonizer.
The Han House is dominated by groups of voters
known as "blocks". Block members are knit together
with bonds of blood, trade, and history. The most
common way for a block to form is the special relationship between a former Colony, now a State, and
its former colonizer. Sometimes blocks form because
of commonalities of trade, particularly when two
worlds are in the same system. Sometimes blocks are
semi-permanent, sometimes they are evanescent.
BlockLeader
Block World
Votes
Munich
Dundee
Berlin
Hero VII
3
2
2
1
1
TOTAL 9
Tagris
Vantor
Sastra
Dominatus
Adma 3
Svelte
Fraternalia
Flame
Dancer
Tagrisdomo
2
2
1
1
1
TOTAL 10
Castor
Pollux
Vantornom
2
2
1
TOTAL 9
Dillon
Bogie
Sastrakal
Tweedledee
2
2
1
3
TOTAL 10
Faren 4
Tamana 2
Dominatus 2
Carmelita
Kramer
3
3
TOTAL 8
TOTAL LARGE BLOCK VOTES 46
Block World
Thinker
Brinks
Gloria
Glorianna*
Merovingian
Fortinbras
Sigebert
Hoboken
Hoboken
Doublet
Cogito
Ergo Sum
Artemis
Set
Betsy
Betsy
Nieustadt
Allez
Allez-Oop
Imhotep
Votes
3
2
TOTAL 5
3
TOTAL 3
2
2
TOTAL 4
2
3
TOTAL 5
2
1
1
TOTAL 4
1
1
TOTAL 2
1
1
TOTAL 2
TOTAL SMALL BLOCK VOTES 25
Single Worlds
World
Votes
Questor
Katamaran
Fiske
New North Jersey
Ki Rin
Nigel
Stammer
Loop
Tarpon
Cork
Hooterville
Laugher
Myoto-Ga-Seke
Calder
Trefoil Beta
1
2
2
1
2
1
2
4
2
2
1
2
1
1
1
TOTAL SINGLE WORLD VOTES 25
This result means that there is a wisp of atmosphere, but not enough to support life.
Thin
This result means that the atmosphere does not have enough oxygen for Earth-type life to breathe without the aid of oxygen concentrators of some type, although native life if any would have evolved differently.
Normal
This result means that the atmosphere can be breathed directly, without aid, and is at approximately standard pressure.
Contaminated
This result means that the atmosphere contains some irritant which can be filtered out, but which is otherwise breathable.
Poisonous
This result means that earth-type life attempting to breathe this atmosphere will die - perhaps immediately - perhaps within a few days, but not without scarring of the lungs at least.
Thick
This result means the atmosphere is breathable directly, but is under much higher than standard pressure.
World
Allez-Oop
Laminarines
Angelica
Allez-Oop
Tarzan
Moth
Ulumalarines
Hoboken
Flutterby
Whippet
Altos
Altos
Moon (of Altos)
Anson
Ring Belt
Jalan
Luma
Wide Belt
Cap
Stan
Tain
Ture
Acitor
Arc
Arc
Tic
Artemis
Artemis
Turagu
Minat
Surat
Aztec
Icarus Belt
Retron
Bailiff
Quantum
Aztec
Orbit
1
2
2+1
2+2
2+3
2+4
2+8
2+9
2+10
Contaminated
Gas Giant
Thin
Thin
None
Contaminated
Normal
None
None
40%
0.4
70
25%
25%
0%
40%
75%
0%
10%
0.8
0.8
Trace
0.6
1.0
Trace
0.6
35
10
Background
60
85
Background
-15
1
1+1
Poisonous
None
75%
0%
0.8
Trace
35
Background
1
2
2+1
3
4
4+1
4+2
4+4
4+6
None
Normal
None
None
Gas Giant
None
Contaminated
None
Normal
0%
75%
0%
0%
Trace
1.0
Trace
Trace
Background
60
Background
Background
0%
40%
0%
75%
Trace
0.4
Trace
1.0
Background
25
Background
75
2
2+1
Thin
Normal
75%
60%
1.0
0.6
15
15
2
4
4+1
4+2
Trace
Normal
None
None
10%
60%
0%
0%
0.6
1
Trace
Trace
-25
90
Background
Background
1
2
2+1
2+2
3
None
Thick
Contaminated
None
Thin
0%
75%
60%
0%
25%
Trace
2.0
0.8
Trace
0.4
Background
100
50
Background
-10
Temperature
World
Berlin
Bremen
Luagu
Sluwun
Guas
Cologne
Deutchland
Frankfort
Bonn
Koenigsburg
Pulus
Berlin
Munich
Hamburg
Mainz
Bolo
Zhishi/Polo
Bolo
Castor
Pollux
Marco
Holo
Boondocks
Hooterville
Boondocks Belt
Brass
Tamana
Vaelue
Tar
Darike
Bullet
Bullet
Cartridge
Burn
Burn
Baby
Carnelian
Sygnett
Plustpon
Orbit
1
2
9
3+1
3+2
4
4+2
4+3
4+4
4+5
4+6
4+7
4+8
4+10
Normal
Contaminated
Normal
None
Thin
Gas Giant
None
Contaminated
Thin
Trace
Normal
Normal
None
Trace
1
3
3+1
3+2
3+8
3+9
Temperature
25%
40%
75%
0%
40%
0.8
1.0
1.0
Trace
1.0
65
80
70
Background
20
0%
40%
25%
10%
60%
60%
0%
10%
Trace
0.8
0.8
0.4
1.0
1.0
Trace
0.4
Background
0
20
-30
70
45
Background
-30
Thin
Gas Giant
Normal
Normal
None
None
10%
0.4
-20
75%
75%
0%
0%
1.0
1.0
Trace
Trace
35
35
Background
Background
2
4
Thin
None
25%
0%
0.4
Trace
10
Background
2
2+1
2+2
3
Normal
Normal
None
Normal
75%
25%
0%
75%
0.8
0.6
Trace
1.5
75
25
Background
45
1
3
Thin
10%
Contaminated 60%
0.4
0.8
45
0
2
2+2
Normal
None
60%
0%
1.0
Trace
60
Background
1
1+1
Thick
None
100%
0%
1.0
Trace
50
Background
World
Cloister
Dimmenelemen
Kuminekemem
Lux
Fraternalia
Clovis
Teumatimon
Tappana
Clothilde
Dagobert
Merovus
Childeric
Lothar
Sigebert
Cogito
Fallow
Ven Dosh Apt
Darien
Quer Shuk Apt
Amb Ost Apt
Coil
Meer Trav Apt
Staft Ost Apt
Remb Ost Apt
Shrike
Ergo Sum
Cork
Floater
Moat
Stoat
Boater
Cork
Gubruba
Cry in the Dark
Friday 13th
Dark Belt
Bantu
Bantu One
Runalduren
Bantu Three
Bantu Four
Cry in the Dark
Orbit
1
1+1
2
2+2
Poisonous
Normal
Poisonous
Normal
50%
60%
75%
75%
1.0
0.8
1.5
1.0
70
45
60
35
1
1+2
2
2+3
2+5
2+6
2+7
2+9
Contaminated
Thin
Gas Giant
Normal
Thin
None
Contaminated
Thin
75%
25%
1.5
0.4
50
0
40%
10%
0%
40%
60%
0.8
0.4
Trace
0.6
0.6
40
-10
Background
-10
15
1
1+1
2
2+1
2+3
7
8
8+1
8+2
8+3
8+6
Normal
Contaminated
Normal
None
None
Normal
Gas Giant
None
None
Contaminated
Normal
75%
25%
40%
0%
0%
75%
1.5
0.4
1.5
Trace
Trace
1
95
70
120
Background
Background
80
10%
0%
40%
75%
0.4
Trace
1.0
0.8
-25
Background
25
100
2
2+1
2+2
2+3
3
3+1
Contaminated
Normal
None
None
Thin
Thin
75%
100%
0%
0%
60%
10%
1.5
0.8
Trace
Trace
0.8
0.4
85
85
Background
Background
25
-25
1
2
3
3+3
3+6
3+7
3+8
3+9
Contaminated
None
Gas Giant
None
Normal
None
Trace
Thin
40%
0%
0.6
Trace
65
Background
0%
60%
0%
25%
25%
Trace
1.0
Trace
0.4
0.8
Background
70
Background
-5
-5
Temperature
World
Orbit
Dancer
Darter
1
Dasher
1+1
Kaalimurare
3
Dancer
3+1
Prancer
3+2
Runner
3+3
Splasher
5
Dandy
Zerubul
2
Jehosephat
2+1
Pinta
2+2
Nina
2+3
Santa Maria
2+4
Kertu-Luku/Dandylion 2+6
Dibble
3
Carpathia
3+3
Melonball
3+7
Mothball
3+8
Kertu-Duturak
3+9
Dundee
4
Darwin
Darwin
1
Erasmus
1+1
Dino
u'Tommutur'u
2
Dodger
Lupristimen
3
Roger
4
Domino
Domino
1
Kuprut
1+1
Mangler
1+3
Melianiene
1+4
Junker
1+8
Dominatus
1+10
Don
Ven dan Oor
1
Contaminated
None
Contaminated
Normal
None
None
Normal
Temperature
25%
0%
100%
60%
0%
0%
100%
0.6
Trace
1.0
0.8
0.4
Trace
2.0
55
Background
60
85
Background
Background
85
10%
0%
10%
60%
75%
0.6
Trace
0.4
0.8
1.5
40
Background
-10
65
90
25%
0%
0%
100%
40%
0.6
Trace
Trace
1.0
1.0
30
Background
Background
105
80
Normal
60%
Contaminated 40%
0.8
0.6
15
15
Thin
10%
0.6
-40
Thick
Thick
75%
75%
1.0
1.0
50
50
Gas Giant
None
Trace
Thin
Thin
Normal
0%
10%
10%
0%
60%
Trace
0.4
0.8
0.4
1.0
Background
-30
20
-30
70
Thin
25%
0.6
Gas Giant
Contaminated
None
Trace
Thin
Normal
Gas Giant
Thin
None
None
Thick
Contaminated
World
Orbit
3
3+1
3+2
4
4+1
5
5+3
Normal
Trace
None
Contaminated
Contaminated
Contaminated
None
75%
10%
10%
75%
25%
75%
0%
1.5
Trace
0.4
0.8
0.6
0.8
Trace
30
-10
-10
90
40
90
Background
3
3+1
3+3
3+4
3+7
3+10
Gas Giant
Normal
None
None
None
Contaminated
40%
0%
0%
10%
40%
1.0
Trace
Trace
Trace
0.8
50
Background
Background
Background
25
1
1+1
1+2
1+3
Thick
None
None
None
75%
0%
0%
0%
1.0
Trace
Trace
Trace
80
-20
Background
Background
Thin
10%
0.4
-20
2
4
4+3
Contaminated 40%
Thick
75%
None
10%
0.6
0.8
0.4
5
70
20
2
3
Trace
Normal
10%
100%
0.8
1
-30
35
1
2
2+1
2+2
2+3
3
3+2
3+3
4
4+1
4+2
Contaminated
Normal
Trace
None
None
Normal
Norm
Trace
Contaminated
None
Thin
40%
60%
10%
0%
0%
75%
100%
0%
40%
10%
25%
0.6
1.0
0.4
Trace
Trace
1.0
0.8
Trace
0.8
Trace
0.6
15
80
Background
Background
Background
45
45
Background
-5
Background
-5
Temperature
World
Orbit
Flyer
Flyer
3
Forget
Me Not
1
Fox
Misty
1
Hamblin
1+1
Tommululu
1+3
Overide
1+4
Farquahar
1+5
Novitiate
1+7
Lypo'Kan'narek
1+9
Big Blue Marble
2
Little Joe
2+1
Mandrake
2+2
Ballpeen
2+5
Kimest
2+7
New North Jersey
2+8
Gondolin
2+10
High Towers
4
Gordy
5
Tommusesu
5+2
Cueball
7
e'Tommulosu'e
7+1
Lucknow/e'Tommutesue 7+4
Hiram
7+5
Treasure Island
7+4
Marvelloso
7+8
Gloria
Chariot
2
Fiske
2+1
Glorianna
4
Myron
5
Stareve
7
Skeen
7+1
Ban
7+3
Donnar
8
Warren
8+1
Gazebo
8+3
Twyne
8+6
Skrit
8+8
Windsor
8+9
Gould
9
Trace
Temperature
10%
0.6
-25
Contaminated 40%
0.8
10
0%
25%
10%
0%
0%
25%
Trace
0.6
Trace
Trace
Trace
0.4
Background
100
25
Background
Background
25
0%
0%
0%
10%
75%
0%
10%
75%
10%
Trace
Trace
Trace
0.4
1.0
Trace
0.4
1.5
0.4
Background
Background
Background
-15
115
Background
45
55
0
10%
0%
0%
0%
25%
0.4
Trace
0.4
Trace
0.4
0
Background
-15
Background
35
75%
60%
60%
40%
60%
60%
0%
1.0
1.0
0.8
0.8
0.8
0.6
Trace
100
75
65
65
40
15
-10
0%
10%
0%
60%
75%
60%
0.6
Trace
Trace
0.8
1.5
1.5
Background
-15
-15
35
60
75
Gas Giant
None
Thin
None
None
None
None
Gas Giant
None
None
None
None
Poisonous
None
Thin
Poisonous
Thin
Gas Giant
Trace
None
Trace
None
Thin
Poisonous
Normal
Contaminated
Thin
Normal
Thin
Trace
Gas Giant
Trace
Trace
none
Normal
Normal
Thick
World
Grizelda
Grizelda
Zelda
Hagia
Mecca
Dalana
Kumai
Medina
Qum
Harlech
Dangerous
Rodin
Harlech
Chmee
Tommurodu
Harpy
Harpy
Mister
Hebe
Hebe-Jebe
Hero
Tuagit
Hero
Hero I
Hero II
Hero III
Hero IV
Hero V
Hero VI
Hero VII
Hop
Hopkins
Howler
Howler Boyo
Tag
Manomet
Ferment
The Slip
Deereenee
Orbit
2
2+1
Thick
Normal
100%
60%
1.0
0.8
75
50
1
3
3+1
4
4+2
Thin
Normal
None
Contaminated
None
25%
75%
10%
40%
0%
0.4
1.0
Trance
0.6
Trace
25
55
Background
55
Background
1
1+1
2
2+3
2+5
Poisonous
Contaminated
Gas Giant
None
Thin
75%
10%
0.8
0.4
75
-25
0%
25%
Trace
0.4
Background
-25
1
3
Poisonous
Thin
75%
10%
1.0
0.4
70
-25
Contaminated 25%
0.8
55
2
3
3+2
3+4
3+5
3+6
3+7
3+9
3+10
Thin
Gas Giant
None
None
None
None
None
Contaminated
Thin
25%
1.0
25
0%
0%
10%
0%
0%
25%
10%
Trace
Trace
Trace
Trace
Trace
0.8
0.4
Background
Background
Background
Background
Background
15
15
Poisonous
60%
1.0
65
3
3+2
3+5
3+7
3+9
4
Gas Giant
Trace
None
Thin
None
Contaminated
25%
0%
10%
0%
40%
0.4
Trace
0.4
Trace
0.8
Background
Background
50
Background
50
Temperature
World
Imhotep
Durandaluren
Runduluan
Pyramid
Imhotep
Spike
Impasse
Impasse
Rabien
Infortis
Fortinbras
Bras D'Or
Iolanda
Deathbane
Hytek
Greylock
Ruyuimaak
Iris
Cider
Adma
Flan
Miriam
Isis
Pungu
Panat
Isis
Jack
Storn
Kwry
Juju
Shearwater
Meager
Uramkutipte
Katmandu
Katmandu
Kertu-Iktur
Kataninetails
Katapult
Kertu-Utruk
Katamaran
Orbit
1
1+1
2
2+1
2+2
Thick
None
Normal
Contaminated
None
3
3+2
75%
0%
60%
40%
0%
Temperature
2.0
Trace
1.0
0.6
Trace
100
Background
40
40
Background
Contaminated 40%
Trace
10%
0.8
0.4
30
Background
2
2+3
Normal
Trace
75%
10%
1.0
0.4
35
-40
2
4
4+1
4+3
Thin
normal
Normal
Contaminated
60%
75%
75%
60%
0.8
1.5
0.8
0.8
60
50
50
50
1
4
4+1
4+2
Contaminated
Normal
Contaminated
Contaminated
10%
75%
40%
10%
0.6
1.0
0.8
0.6
60
90
40
-10
3
3+1
4
Thick
None
Norm
100%
0%
60%
1
0.4
25
100
Background
0
4
4+1
Poisonous
Trace
25%
0%
15
0.4
0
Background
1
1+2
4
Normal
None
Thin
75%
0%
40%
1.0
Trace
0.6
115
Background
5
1
2
3
4
5
5+1
Contaminated
Trace
Normal
None
Normal
Normal
75%
10%
60%
0%
100%
75%
1.5
0.4
1.0
Trace
1.0
1.0
115
30
95
Background
120
70
World
Kingdom
e'Tommutimo'e
Tommuturo
Crimson King
King Cole
King Arthur
King Cobra
King George
King Edward
King Richard
Ki-Rin
Ki-Rin
Singlet
Triplet
Lamia
Dagrabbit
Dinko
Landing
Vulture
Kutomang
Laude
Anima
Laurel
Coronet
Wheeler
Diamond
Laurel
Riser
Storm
Siene
Leda
Sastrakal
Vantornom
Companion
Humanworld
Tagrisdomo
Leo
Leo Belt
Orbit
1
1+3
2
2+2
2+3
2+6
2+8
2+9
2+10
Normal
Thin
Gas Giant
None
Normal
None
Thin
None
Trace
75%
40%
1.5
0.6
85
-15
0%
60%
0%
25%
0%
25%
Trace
1.0
Trace
0.6
Trace
0.6
Background
75
Background
25
Background
0
1
1+2
1+3
Normal
None
Trace
75%
0%
0%
1.0
Trace
0.4
65
Background
-10
2
2+1
Thin
Trace
25%
0%
0.8
0.4
0
-25
4
4+1
Contaminated 40%
Contaminated 25%
0.8
0.6
-10
-10
None
25%
0.4
-25
3
3+1
3+2
3+3
3+5
3+7
3+10
Gas Giant
None
None
Thick
Trace
None
None
0%
0%
100%
10%
0%
0%
Trace
Trace
1
0.4
Trace
Trace
Background
Background
100
-25
Background
Background
1
2
2+2
2+3
3
Normal
Normal
None
Thick
Normal
50%
100%
0%
50%
75%
0.6
1.0
Trace
0.8
1.0
70
85
Background
60
75
None
0%
Trace
Background
Temperature
World
Leviathan
Blue Belt
Moby Dick
Finback
Monstro
Ishmael
Shamu
Ahab
Lift
Maakiure
Maanierane
Muluraniene
Duel
Kramer
Marvel
Stopper
Plug Ugly
Rumurien
Lookout
Heavy
Tyne
Nieustadt
Kuvelek
Number
Hoyt
Carmel
Alan
Betsy
Carl
David
Elizabeth
Felicia
Loop
Loup Garou
Loopette
Skip to My Loop
Kertu-Daturak
Loop de Loop
Loop
Lupus
Loopy
Orbit
4
7
7+1
7+2
8
8+1
9
None
Normal
None
Thin
Thin
None
Thin
0%
40%
0%
25%
25%
0%
40%
Trace
1.5
Trace
1.0
0.6
Trace
0.8
Background
85
Background
35
0
Background
0
2
2+1
3
3+1
3+4
3+5
3+6
3+9
3+10
Contaminated
None
Gas Giant
Contaminated
Normal
None
None
None
Contaminated
40%
0%
0.8
Trace
20
Background
40%
75%
10%
0%
0%
60%
0.6
0.8
0.4
Trace
Trace
0.8
10
35
-40
Background
Background
10
2
2+1
2+3
3
3+1
4
8
8+1
8+2
8+3
8+5
8+6
8+8
Thick
Trace
Poisonous
Contaminated
Contaminated
Thin
Gas Giant
Trace
Contaminated
None
None
None
None
60%
10%
75%
60%
40%
10%
1.5
Trace
1.0
0.8
0.4
0.6
115
15
90
55
30
30
10%
10%
0%
0%
0%
10%
0.4
0.6
Trace
Trace
Trace
0.6
-25
25
Background
Background
Background
-25
1
1+1
2
3
3+1
3+3
4
4+1
Contaminated
Thin
Contaminated
Normal
Normal
Normal
Contaminated
None
40%
40%
40%
75%
75%
75%
40%
0%
0.6
0.6
0.6
1.0
0.6
0.8
0.8
Trace
35
35
25
40
65
65
95
Background
Temperature
World
Orbit
1
1+8
1+9
1+10
2
2+2
2+3
2+4
2+6
2+7
2+8
2+10
Gas Giant
None
None
Thin
Gas Giant
None
None
Trace
None
Trace
Contaminated
None
1
1+1
1+2
1+3
2
2+1
2+4
3+6
2+8
2+9
2+10
Thick
None
Thin
None
Gas Giant
Trace
Trace
Poisonous
None
Normal
Thin
1
1+2
1+3
1+4
1+5
1+6
1+9
1+10
Temperature
Lope
Ante
Ante I
Ante II
Ante Up
Cante
Cante I
Cante II
Cante III
Cante IV
Cante V
Tunkstikul
Cantelever
Los Ninos
Ruprudek
Kamopa
Rukurope
Kadumopa
La Madre
Pedro
Juano
Manolito
Linda
Carmelita
Kudropa
Louver
Louver
Lever
Liver
Lifter
Lofter
Laugher
Laver
Lover
Lucifer
Lucifer
Etruns
Glip
Mahdi
Etcleks
Green Acres
Mako
Mako
0%
0%
0%
Trace
Trace
0.6
Background
Background
20
0%
0%
10%
0%
10%
25%
0%
Trace
Trace
Trace
Trace
Trace
0.6
Trace
Background
Background
-15
Background
-15
10
Background
100%
10%
25%
0%
0.8
0.6
0.4
Trace
90
Background
40
Background
10%
25%
40%
0%
60%
40%
0.6
0.4
0.8
Trace
0.8
0.6
Background
Background
30
Background
105
30
Gas Giant
Normal
Normal
Normal
Normal
Thick
Normal
Normal
25%
60%
25%
40%
60%
60%
75%
0.6
0.8
0.8
0.6
1.0
0.8
1.0
25
75
75
50
50
50
50
1
2
2+1
Thick
Thick
None
100%
60%
10%
1.5
1.0
0.4
110
75
Background
1
2
None
Normal
0%
75%
Trace
1.0
Background
55
Contaminated 25%
0.8
15
World
Marrow
Wazzup
Femur
Mexis
Mexis
Mike
Thibault
Laos
Laos I
Laos II
Laos III
Mike
Binky
Angela
Mink
Big Pink
Rinky-dink
Sink
Brinks
Tommulu
Stinker
Tommaru
Intomino
a'Tommutu'a
e'Tommintu'e
Kinky
Links
Thinker
Mombassa
Kise
Martofer
Aldofer
Rutrofer
Asdofer
Minde
Sontrafer
Emafer
Kudrofer
Atrafer
Sedrafer
Metrafer
Denifer
Modrufer
Pemafer
Orbit
1
3
Contaminated 60%
Thin
10%
1.5
0.6
75
-45
Thin
40%
0.8
-5
3
4
4+1
4+5
4+6
4+7
4+8
4+10
Normal
Gas Giant
Trace
None
None
Contaminated
Thin
Thin
75%
0.8
50
0%
0%
0%
75%
40%
25%
0.4 Trace
Trace
0.8
1.0
0.4
25
Background
Background
50
50
-25
2
2+1
2+4
2+6
2+7
2+8
3
3+1
4
5
6
6+1
8
Gas Giant
Normal
Thin
Contaminated
Thin
Poisonous
Thin
None
Contaminated
Contaminated
Normal
Trace
Thin
75%
40%
40%
25%
40%
60%
0%
40%
60%
60%
10%
25%
2.0
0.4
0.6
0.6
1.0
0.6
Trace
1.0
1.0
1.5
Trace
0.4
140
15
40
40
115
55
Background
20
95
95
-5
35
Trace
Trace
Trace
0.6
BackgroundMo
Background
Background
10
Trace
0.4 Trace
Trace
1.0
1.0
Trace
0.8
Trace
Background
30
Background
Background
40
40
-35
40
Background
1
1+3
1+6
1+8
1+9
3
3+4
3+6
3+7
3+9
3+10
4
4+1
4+2
4+3
Gas Giant
None
0%
None
0%
None
0%
Thin
10%
Gas Giant
None
0%
Thin
25%
None
0%
None
0%
Normal
75%
Normal
60%
Trace
10%
Thin
60%
None
0%
Worlds - Physical - 210 -
Temperature
World
Mother
Mother Belt
Myoto-Ga-Seke
Aberdeen
Mull
Mackinnon
Myoto-Ga-Seke
Tyrrik
Nigel
Sundiver
Nigel
Nigel I
Kumroda
Nigel III
Nigel IV
Oliphant
Okondi
Komimu/Oliphant
Kominere
Outback
Gunogu
Barugu
Lugat
Racket
Zumagu
Fulat
Uburat
Ghengis
Runat
Gunat
Punat
Oz
Emerald City
Blivit
Paracletus
Paramus
Paralyze
Paradox
u'Tommutulu'u
Paranoia
Parachute
Paracletus Belt
Orbit
None
None
Trace
Background
1
1+1
1+3
2
2+1
Contaminated
Poisonous
Trace
Thin
Thin
60%
40%
10%
40%
25%
1.5
1
0.4
0.6
0.4
90
65
-10
35
10
1
4
4+6
4+7
4+9
4+10
Thin
Gas Giant
Contaminated
Thin
None
Normal
40
0.4
10
40%
40%
0%
60%
0.8
0.8
Trace
1.0
15
15
Background
90
2
3
3+3
Thin
Poisonous
Normal
25%
40%
40%
0.8
1.0
0.6
-35
30
55
2
3
3+1
3+2
4
4+1
4+4
4+5
4+7
4+9
4+10
Contaminated
Thick
None
None
Gas Giant
None
None
Contaminated
None
None
Normal
10%
75%
0%
0%
0.8
1
Trace
Trace
15
115
Background
Background
0%
0%
25%
0%
0%
75%
Trace
Trace
0.4
Trace
0.4
1
Background
Background
5
Background
5
80
1
1+1
Thin
Trace
10%
0%
0.6
Trace
20
Background
1
1+2
1+5
1+7
1+9
2
3
Gas Giant
None
Normal
None
Normal
Thin
None
0%
100%
10%
40%
10%
0%
Trace
1.0
0.4
0.8
0.6
Trace
Background
95
Background
45
10
Background
Temperature
World
Orbit
Pearl
Pearl
4
Storch
4+2
Nykal
4+4
Beider
4+5
Beal
4+6
Steinwald
4+7
Tambal
4+9
Von Harmann
4+10
Phaedra
Phaedra Inner Belt
1
Phaedra Outer Belt
2
Moriarne
4
Phaedra
4+2
Spectra
6
Mantra
7
Squeeker
7+2
Electra
7+3
Plush
Faren
3
Satellite
3+1
Committed-to-the-Lord 3+3
Quad
Quad Belt
3
Quest
Conquest
1
Inquest
4
Question
4+2
Request
4+5
Quaestor
4+7
Quirk
Quirk Belt
2
Le Grande Orange
3
Kimit
3+2
Fells
3+5
Whit
3+6
Tarpon
3+7
Temperature
Gas Giant
Thin
Trace
Thin
Normal
Thin
Contaminated
Thin
10%
40%
25%
60%
0%
40%
40%
0.4
0.4
0.8
1.5
0.4
1.0
0.6
-5
-5
20
45
Background
-5
20
None
None
Normal
Thin
Contaminated
Normal
None
Norm
0%
0%
75%
25%
25%
75%
0%
60%
Trace
Trace
1.0
0.6
0.8
2.0
Trace
0.8
Background
Background
55
15
40
85
Background
60
Normal
Trace
Normal
100%
10%
75%
1.0
0.4
0.8
100
Background
70
None
0%
Trace
Background
Trace
Gas Giant
None
None
Normal
25%
0.6
60
10%
0%
75%
0.4
Trace
0.8
Background
Background
90
0%
Trace
Background
10%
10%
0%
40%
0.4
0.6
Trace
0.6
-25
25
Background
25
None
Gas Giant
Trace
Contaminated
None
Normal
World
Orbit
Temperature
Raph
Raph
2
Ollie
2+1
Domag
2+2
Lola
2+3
Ken
2+4
Winkie
2+7
Sarge
2+9
Joe
2+10
Rooster
By-the-Grace-of-the-Lord 2
Brikton
2+3
Scope-Up
Lens
1
Mote
1+1
Sentry
Rumble
1
Bantry
1+1
Wyvern
1+3
Set
Murgu
1
Set
2
Shine
Pandolpho
1
Lumen
1+1
Excalibur
3
Stone
3+2
Shadow
3+3
Shio Zuchi
Surianiar
2
Marurien
2+1
Rurunarian
2+2
Kurisurien
2+5
Meniasuriar
2+10
The Hump
3
Hump I
3+1
Hump II
3+2
Mubrektuk
3+4
Bacall
3+6
Hump V
3+8
Bogie
3+10
Gas Giant
Normal
Thin
None
None
None
None
None
100%
10%
0%
0%
0%
0%
0%
0.8
0.4
Trace
Trace
Trace
Trace
Trace
45
-25
Background
Background
Background
Background
Background
Poisonous
Thin
75%
10%
0.4
Trace
40
Background
Contaminated 60%
Contaminated 15%
0.8
0.6
45
-5
Normal
Normal
Thick
60%
40%
60%
2.0
0.8
1.0
50
25
50
Trace
40%
Contaminated 75%
0.8
0.8
0
15
Poisonous
Thick
Thick
None
Trace
75%
60%
60%
0%
25%
1.5
1.0
1.0
Trace
0.6
80
105
65
Background
-30
40%
10%
100%
10%
0.6
Trace
1.0
Trace
40
-35
90
Background
0%
0%
25%
25%
0%
75%
Trace
Trace
0.6
0.4
Trace
1
Background
Background
5
5
Background
80
Gas Giant
Thin
Trace
Normal
Thin
Gas Giant
None
None
Thin
Contaminated
None
Normal
World
Shore
Far Shore
Wavelet
Shyly
Shyly
Calumet
Doonan
i'Tommutilu'i
i'Tommulinu'i
Tommututu
i'Tommustu'i
Sister
Beauty
Singer
Harmony
Melody
Counterpoint
Talker
Monster
Fang
Skeet
Skeet
Shoot
Kwnin
Pigeon
Shot
Clay
Thrower
Skeet Belt
Sobe
Sobe
Tired
Lucky
Happy
Quiet
Serene
Orbit
1
1+1
Normal
None
1
3+7
3+10
4
4+5
4+9
4+10
Gas Giant
Trace
None
Gas Giant
None
None
None
2
4
4+1
4+2
4+3
5
6
6+3
Temperature
75%
0%
1.0
Trace
35
Background
10%
0%
0.6
Trace
Background
Background
0%
0%
0%
Trace
Trace
Trace
Background
Background
Background
Normal
Normal
None
None
None
Normal
Poisonous
None
40%
75%
0%
0%
0%
40%
75%
0%
0.6
1.0
Trace
Trace
Trace
1.5
0.8
Trace
80
70
Background
Background
Background
95
95
Background
1
1+1
1+2
1+3
1+5
1+6
1+8
5
Gas Giant
Normal
Trace
Contaminated
None
Normal
None
None
100%
10%
25%
0%
40%
0%
0%
1.5
0.4
0.6
Trace
1.5
Trace
Trace
115
Background
65
Background
65
Background
Background
1
1+2
1+5
1+7
1+9
2
Gas Giant
Poisonous
None
Normal
Thin
Contaminated
40%
0%
75%
25%
25%
1.0
Trace
1.0
0.6
0.8
70
Background
70
45
0
World
Sprite
Titania
Kamotomen
Faerie
Lomatikumen
Puck
Timpestaran
Rudunorunan
Rilistenarin
Falistumen
Lovaritan
Timetuvin
Malkuletin
Keminaritumen
Tovaratun
Laluprinan
Stalker
Stalker Belt
Suprise
Slus
Mickey's Birthday
Luku
Nuagu
Liberty
Zit
Nuwun
Glask
Svelte
Svelte Belt
Svelte
Etlevs
Tambour
Kithara
Pit
Tinstar
Tanugu
Tunrat
Dillon
Tode
Todey
Orbit
1
1+1
1+6
1+8
1+9
2
2+2
2+3
3
3+1
3+2
3+3
4
4+1
4+2
Gas Giant
Trace
None
Thick
Trace
Normal
None
None
Normal
Poisonous
None
None
Contaminated
None
None
0%
0%
60%
0%
40%
0%
0%
75%
50%
0%
0%
60%
0%
0%
0.4
Trace
1.0
0.4
1.5
Trace
Trace
1.0
0.6
Trace
Trace
0.6
Trace
Trace
Background
Background
70
Background
35
Background
Background
100
50
Background
Background
50
Background
Background
None
0%
Trace
Background
2
2+1
2+2
2+3
3
3+1
3+2
3+3
Norm
Normal
None
None
Normal
None
Thin
Contaminated
60%
60%
0%
0%
75%
0%
0%
40%
1.0
0.8
Trace
Trace
1.0
Trace
Trace
0.6
55
5
Background
Background
45
Background
-30
-5
1
4
4+1
None
Thin
Trace
0%
40%
25%
Trace
0.6
0.6
Background
25
0
1
1+1
Contaminated 60%
None
0%
0.8
Trace
5
Background
1
1+2
3
Poisonous
60%
Contaminated 40%
Normal
40%
0.8
0.6
0.6
85
60
40
Thin
0.6
-5
10%
Temperature
World
Tonto
Kimosabe
Komoku
Transfer
Maracaibo
Trefoil
Trefoil Alpha
Trefoil Beta
Trefoil Beta-one
Trefoil Beta-two
Trefoil Gamma
Trefoil Gamma-one
Victoria
Kaalimanere
Duboise
Honeycomb
Whitecap
Whitecap/Slualu
Wink
Munatik Belt
Zebra Belt/Urumit
Orbit
2
2+3
None
None
60%
0%
Temperature
1.0
Trace
5
Background
Contaminated 75%
1.5
80
1
2
2+1
2+2
3
3+1
Poisonous
Thick
None
None
Normal
Thin
25%
100%
0%
0%
75%
25%
1.5
0.8
Trace
Trace
1.0
0.4
85
100
Background
Background
65
40
2
3
3+1
Normal
Thin
Trace
75%
10%
10%
1.5
0.8
0.6
90
5
-20
Normal
75%
1.0
75
4
2
None
None
0%
0%
Trace
Trace
Background
Background
Zebra
The world is not affiliated with any government or association bound its own boundaries.
(Alien)
The world is affiliated with the alien species indicated - for example Tommu or Kup.
Gas Giant
The world is an uninhabited gas giant which may have small orbital stations of various affiliations orbiting.
Virgin
The world is officially uninhabited and claimed by some other world for colonization.
Secret
The world is officially uninhabited, but secretly has some small settlement.
(X/Y)
The world is shared between two or more different political entities, X and Y, for example SaVaHuTa/
Tommu
Status
This description shows the type of settlement on the world.
Colonizer
This result indicates that the world is currently supporting at least one colony, and is otherwise a State.
State
This result indicates that the world is a fully independent advanced world.
Worlds - Settlement - 217 -
This result indicates that the world is presently in the control of another world, but is not being populated as a
colony would.
Hunting Planet
This result indicates that the world is being kept in an unsettled state for purposes of recreation.
Thieves World
This result indicates that the world allows any and all vices, trading, or other services, no matter how illegal or
immoral others may view them.
Protected
This result indicates that the world is currently regarded as under the protection of some other power, whether
or not the inhabitants approve or even know.
Backwards
This result indicates that the world is affiliated with an outside power, but is not technologically advanced
enough to join as a full member.
Primitive
This result indicates that the world has a tech level too low to contact directly, and is inhabited by an alien race
Prim Abandoned
This result indicates that the world has a tech level too low to contact directly, and is inhabited by Diasporan
Humans
Prim. on HT
This result indicates that the world is inhabited by a primitive culture which exists in the ruins of a culture with a
much higher tech level - whether alien or its own.
Base
This result indicates that the world is a small settlement dedicated to a specific secret purpose.
Joint Admin.
This result indicates that the world is administered by two extra-world powers.
Starport
This description is an indicator of the space-trading facilities of the planet. It is always A, B, C, or D
Government
This description gives a general overview of the type of government controlling this world. This gives no moral
or ethical judgement as to the niceness of that government. For instance, Mickeys Birthday is a benevolent Dictatorship, while Cry in the Dark is a repressive Representative Democracy. A description of Splintered means
that the world is divided between several rival governments.
Population
This description is the official population figure for the world, except in the case of Secret Bases, which give the
actual population. The actual population may vary.
Remarks
This description points out important facts about the world - whether it is a colony or former colony, and which
wold it was colonized from if not the Earth, If it has colonies itself and their names, if it is the Homeworld of a
Humanoid species (i.e. Sastra, Vantor, or Tagris.)
TL
Allez-Oop
Laminarines
10
Angelica
0
Allez-Oop
10
Tarzan
10
Moth
0
Ulumalarines
10
Hoboken
10
Colony: Arc
Flutterby
0
Whippet
0
Altos
Altos
9
Colony of Hytek
Moon (of Altos)
0
Anson
Ring Belt
0
Jalan
4
Luma
?
Wide Belt
10
Cap
0
Stan
0
Tain
10
Ture
0
Acitor
0
Arc
Arc
8
Colony of Hoboken
Tic
10
Artemis
Artemis
10
Former Colony of Ergo Sum
Turagu
10
Minat
0
Surat
0
Aztec
Icarus Belt
0
Retron
5
Bailiff
2
Quantum
0
Aztec
9
Colony of Hytek
Affiliation
Status
Starport
Government POPULATION
Uramkup
Gas Giant
SaVaHuTa
Diasporan
Virgin
Uramkup
SaVaHuTa
State
Dictatorship
State
State
D
D
Technocracy 215000000
Rep. Democracy 2300000000
Colonizer
Colonizer
D
D
Colony
A
A
C
Splintered
1000000000
Secret Research 100
Socio. Research 5000
200000000
Mapped
Virgin
SaVaHuTa
Virgin
Mapped
Alien/Diaspora Protected
Secret
Base
SaVaHuTa
Scient. Colony
Gas Giant
Mapped
SaVaHuTa
Scient. Colony
Mapped
Mapped
SaVaHuTa
Colony
SaVaHuTa
Hunting Planet B
Game Warden 48
SaVaHuTa
State
Technocracy
1000000000
Tumuran
Virgin
Virgin
Colonizer
Dictatorship
800000000
Backward
Protected
A
A
Splintered
100000000
Xenoscientists 350000000
Colony
Commission
Virgin
Diasporan
Diasporan
Virgin
SaVaHuTa
6000000
TL
Affiliation
Status
Berlin
Luagu
8
Guaru
Colony
Bremen
8
SaVaHuTa
Colony
Colony of Mickey's Birthday
Sluwun
9
Guaru
Colony
Guas
0
Virgin
Cologne
9
Diasporan
State
Deutchland
0
Gas Giant
Frankfort
0
Virgin
Bonn
9
SaVaHuTa
Colony
Colony of Mickey's Birthday
Koenigsburg
10
SaVaHuTa
Scient. Colony
Pulus
8
Guaru
Colony
Berlin
8
SaVaHuTa
State
Former Colony of Mickey's Birthday
Munich
9
SaVaHuTa
Colonizer
Colony: Mainz. Former Colony of Mickey's Birthday
Hamburg
0
Virgin
Mainz
9
SaVaHuTa
Colony
Colony of Munich
Bolo
Zhishi/Polo
1
Gulufai/Indep. Primitive
Bolo
0
Gas Giant
Castor
8
SaVaHuTa
Colonizer
Colony: Flyer. Former Colony of Faren
Pollux
10
SaVaHuTa
Colonizer
Colony: Ante Up. Former Colony of Faren.
Marco
0
Virgin
Holo
?
Secret
Base
Boondocks
Hooterville
9
SaVaHuTa
State
Boondocks Belt
?
Secret
Base
Brass
Tamana
10
SaVaHuTa
Colonizer
Colony: Coil. Homeworld of the Sastra
Vaelue
7
Vaelan
Backward
Tar
3
Taran
Primitive
Darike
10
Kolusien
Colonizer
Bullet
Bullet
0
Virgin
Cartridge
0
Virgin
Starport
Government POPULATION
C
C
Stockholder
6000000
Theocracy
2000000
Commission
8200000
C
C
D
Bureaucracy 8000
Scientific Caste 14000000
Oligarchy
986000000
Technocracy
Feudal
4000000
Technocracy
1000000000
Technocracy
1000000000
Religious Retreat 68
D
A
Gerontocracy 710000000
A
A
D
903000000
TL
Affiliation
Status
Burn
Burn
10
SaVaHuTa
Colony
Colony of Katamaran
Baby
0
Virgin
Carnelian
Sygnett
10
SaVaHuTa
Colony
Colony of Svelte
Plustpon
3
Plusti
Primitive
Cloister
Dimmenelemen
10
Tumentamenata Colony
Kuminekemem
10
Tumentamenata Colonizer
Lux
0
Virgin
Fraternalia
10
SaVaHuTa
Colonizer
Colony: Roger. Former Colony of Adma
Clovis
Teumatimon
10
Tappi
Colonizer
Tappana
10
Tappi
Colony
Clothilde
0
Gas Giant
Dagobert
9
Diasporan
Colonizer
Colony: Merovus
Merovus
9
Diasporan
Colony
Colony of Dagobert
Childeric
7
Diasporan
Backward
Lothar
9
SaVaHuTa
Colony
Colony of Sigebert
Sigebert
9
SaVaHuTa
Colonizer
Colony: Lothar. Former Colony of Fortinbras
Cogito
Fallow
0
Mapped
Ven Dosh Apt
10
Ven Der Opt Colonizer
Darien
7
SaVaHuTa
Backward
Quer Shuk Apt
7
Ven Der Opt Backward
Amb Ost Apt
0
Virgin
Coil
8
SaVaHuTa
Colony
Colony of Tamana
Meer Trav Apt
0
Gas Giant
Staft Ost Apt
0
Mapped
Remb Ost Apt
0
Virgin
Shrike
5
SaVaHuTa
Backward
Ergo Sum
10
SaVaHuTa
Colonizer
Colony: Heavy
Starport
Government POPULATION
Bureaucracy
Inherited Nobility5000000
C
D
Gov/Comm. 10000000
Plutocracy
75000000
Theocracy
520000000
D
C
Technocracy
Bureaucracy
400000000
3000000
Monarchy
400000000
Viceroy
3000000
A
C
Technocracy 1000000000
Military Admin 70000000
Dictatorship
700000000
D
A
A
Dictatorship
Bureaucracy
Priest Caste
1000000000
250000000
7000000
Patriarchy
375000
A
D
Bureaucracy
Plutocracy
53000000
2000000000
1600000
TL
Affiliation
Status
Starport
Cork
Floater
8
SaVaHuTa
Colony
C
Colony of Cork
Moat
?
Secret
Base
A
Stoat
3
Diasporan
Protected
A
Boater
10
Thieve's Guild Thieve's World B
Cork
8
SaVaHuTa
Colonizer
D
Colony: Floater
Gubruba
1
Gubruba
Protected
A
Cry in the Dark
Friday 13th
0
Virgin
Dark Belt
0
Mapped
Bantu
0
Gas Giant
Bantu One
0
Virgin
Runalduren
10
Uramkup
Scient. Colony C
Bantu Three
0
Virgin
Bantu Four
0
Virgin
Cry in the Dark
9
Diasporan
State
D
Dancer
Darter
8
Thieve's Guild Thieve's World B
Dasher
?
Secret
Base
A
Kaalimurare
10
Uramkup
State
D
Dancer
10
SaVaHuTa
State
D
Former Colony of Adma
Prancer
7
Diasporan
Backward
A
Runner
0
Virgin
Splasher
8
SaVaHuTa
Protected
A
Dandy
Zerubul
0
Gas Giant
Jehosephat
3
Siarique
Primitive
A
Pinta
0
Virgin
Nina
0
Virgin
Santa Maria
8
Diasporan
State
D
Kertu-Luku/Dandelion 10
SaV/Kertu-Drua Joint Admin D
Dibble
0
Gas Giant
Carpathia
3
Diasporan
Protected
A
Melonball
0
Virgin
Mothball
0
Virgin
Kertu-Duturak
10
Kertu-Drua State
D
Dundee
10
SaVaHuTa
Colonizer
D
Colony: Wazzup. Former Colony of Mickeys Birthday
Government POPULATION
772
210000000
3000000000
1500000000
1000000000
TL
Affiliation
Status
Darwin
Darwin
10
SaVaHuTa
Colony
Colony of Doublet
Erasmus
10
Independent State
Dino
u'Tommutur'u
10
Tommu
Scient. Colony
Dodger
Lupristimen
8
Tumentamenata Colony
Roger
10
SaVaHuTa
Colony
Colony of Fraternalia
Domino
Domino
0
Gas Giant
Kuprut
3
Kup
Primitive
Mangler
0
Virgin
Melianiene
8
Kolusien
Colony
Junker
0
Virgin
Dominatus
10
SaVaHuTa
Colonizer
Colony: Shearwater
Don
Ven dan Oor
8
Ven der Opt Colony
Don't Go Out At Night
Vault
3
SaVaHuTa
Protected
Mariner
3 on 9 Independent Prim on HT
Bernard
0
Virgin
Dorman's Planet
10
SaVaHuTa
Colony
Colony of Greylock
Calder
9
SaVaHuTa
State
Mabrionere
10
Ronaure
Colony
Qubretragre
0
Virgin
Dortmund
Tebe
0
Gas Giant
Terefer
10
Formenai
Colonizer
Marafer
0
Virgin
Missafer
0
Virgin
Rudafer
10
Formenai
Scient. Colony
Manifer
9
Formenai
State
Doublet
Doublet
10
SaVaHuTa
Colonizer
Colonies: Darwin, Pyramid. Former Colony of Hoboken
Inlet
0
Virgin
Islet
0
Virgin
Outlet
0
Virgin
Starport
Government POPULATION
Stockholder
7000000
Monarchy
540000000
C
C
Viceroy
Commission
9000000
9000000
Barbarism
3000000
Priest Caste
7000000
Monarchy
2800000000
A
C
Ranger
Splintered
650
6000000
Viceroy
6500000
D
C
Bureaucracy
Viceroy
1500000000
2000000
Rep. Democracy2800000000
C
D
TL
Affiliation
Status
Starport
Ember
Cinderella
7
SaVaHuTa
Backward
A
Flame
8
SaVaHuTa
State
D
Former Colony of Adma
Pemelarulen
10
Uramkup
Colony
C
Fido
Umuriar
10
Kolusien
Hunting Planet B
Rumiviran
10
Kolusien
State
D
Five Fingers
Stammer
10
SaVaHuTa
Colonizer
D
Morningstar
10
Diasporan
State
D
Morningstar is the capital of the Diasporan Community
Evandalle
?
Secret
Base
A
Lilbit
0
Virgin
Tyny
0
Virgin
Tweedledee
10
SaVaHuTa
Colonizer
D
Colonies: Spectra, Elector
Tweedledum
10
Independent State
D
Pooh
0
Virgin
Roderiarte
0
Virgin
Bariporasti
0
Virgin
Rontiure
10
Ronaure
State
D
Flyer
Flyer
8
SaVaHuTa
Colony
C
Colony of Castor
Forget
Me Not
0
Virgin
Government POPULATION
Splintered
355000000
Part. Democracy 85000000
Stockholder
3600000
Governor
Plutocracy
70
950000000
Theocracy
Patriarchy
125000000
1600000000
Religious Retreat 99
Gerontocracy 2700000000
Matriarchy
2000000000
Plutocracy
1500000000
Commission
9000000
TL
Fox
Misty
0
Hamblin
2
Tommululu
9
Overide
1
Farquahar
0
Novitiate
0
Lypo'Kan'narek
5
Big Blue Marble
0
Little Joe
?
Mandrake
?
Ballpeen
0
Kimest
4
New North Jersey
10
Gondolin
0
High Towers
8
Gordy
0
Tommusesu
9
Cueball
0
e'Tommulosu'e
8
Lucknow/e'Tommutesue 9
Hiram
0
Treasure Island
?
Marvelloso
9
Colony of Tarpon
Gloria
Chariot
5
Fiske
9
Colony: Gould
Glorianna
10
Colonies: Windsor, Grizelda
Myron
0
Donnar
0
Warren
10
Gazebo
0
Twyne
3
Skrit
8
Windsor
8
Colony of Glorianna
Gould
8
Colony of Fiske
Stareve
1 on 9
Skeen
8
Ban
0
Affiliation
Gas Giant
Independent
Tommu
Diasporan
Virgin
Virgin
Lype
Gas Giant
Secret
Secret
Virgin
Kimesti
SaVaHuTa
Virgin
Diasporan
Virgin
Tommu
Gas Giant
Tommu
SaV/Tommu
Virgin
Secret
SaVaHuTa
Status
Starport
Government POPULATION
Prim Abandoned A
Colony
C
Protected
A
Priest-King
2000000
Commission 8000000
Archeol. Council 1000
Backward
Base
Base
A
A
Insane Asylum 12
Secret Research 97
Protected
State
A
D
Ranger
Dictatorship
State
Paticip. Democracy1500000000
Colony
State
Joint Admin
D
D
Theocracy
Splintered
Base
Colony
A
C
Survival Training 62
Scientific Caste 95000000
Independent
SaVaHuTa
Backward
Colonizer
A
D
Splintered
Plutocracy
967000000
31000000
SaVaHuTa
Colonizer
Monarchy
1300000000
State
Geriarchy
240000000
Mapped
Gas Giant
Independent
Virgin
Independent
Kiskit
SaVaHuTa
830
1100000000
2800000000
50000000
Prim AbandonedA
Colony
C
Colony
C
Techno-Feudal 6000
Governor
7000000
Viceroy
5000000
SaVaHuTa
Colony
Stockholder
Independent
Kiskit
Virgin
Prim on HT
State
A
D
Techno-Feudal 8000000
Rep. Democracy 345000000
5000000
Grizelda
Grizelda
Colony of Glorianna
Zelda
Hagia
Mecca
Dalana
Kumai
Medina
Qum
Harlech
Dangerous
Rodin
Colony of Thinker
Harlech
Chmee
Tommurodu
Harpy
Harpy
Mister
Hebe
Hebe-Jebe
Hero
Tuagit
Hero
Hero I
Hero II
Hero III
Hero IV
Hero V
Hero VI
Hero VII
Hop
Hopkins
Howler
Howler Boyo
Tag
Colony of Thinker
Manomet
Ferment
The Slip
Deereenee
TL
Affiliation
Status
Starport
Government POPULATION
SaVaHuTa
Colony
Viceroy
Virgin
0
7
?
0
0
Virgin
Diasporan
Secret
Mapped
Virgin
Backward
Base
A
A
Splintered
1000000000
Private Army 100
10
9
SaVaHuTa
SaVaHuTa
Hunting Planet B
Colony
C
Appntd Marshall 73
Scientific Caste 2700000
0
0
10
Gas Giant
Virgin
Tommu
Colony
Governor
10
8
Diasporan
SaVaHuTa
State
D
Scient. Colony C
Technocracy 2600000000
Testing Company 9000
10
Diasporan
State
Patriarchy
745000000
10
0
0
0
0
0
0
8
8
Guaru
Gas Giant
Virgin
Virgin
Virgin
Virgin
Virgin
Diasporan
SaVaHuTa
Colonizer
Plutocracy
718000000
State
State
D
D
Dictatorship 1500000000
Rep. Democracy 820000000
SaVaHuTa
Backward
Splintered
0
9
Gas Giant
SaVaHuTa
Colony
0
0
10
6
Virgin
Virgin
Thieve's Guild Thieve's World B
Gohagan
Backward
A
60000000
8500000
950000000
TL
Affiliation
Status
Starport
Imhotep
Durandaluren
9
Uramkup
Colony
C
Runduluan
0
Virgin
Pyramid
9
SaVaHuTa
Colony
C
Colony of Doublet
Imhotep
10
SaVaHuTa
State
D
Spike
0
Virgin
Impasse
Impasse
10
SaVaHuTa
Colony
C
Colony of Dillon
Rabien
10
Kolusien
Hunting Planet B
Infortis
Fortinbras
10
SaVaHuTa
Colonizer
D
Colony: Emerald City
Bras D'Or
9
Diasporan
State
D
Iolanda
Deathbane
10
SaVaHuTa
Hunting Planet B
Hytek
10
SaVaHuTa
Colonizer
D
Colonies: Altos, Aztec
Greylock
10
SaVaHuTa
Colonizer
D
Colony: Dorman's Planet
Ruyuimaak
10
Uramkup
Colonizer
D
Iris
Cider
0
Virgin
Adma
10
SaVaHuTa
Colonizer
D
Colonies: Parachute, Puck. Homeworld of the Tagris
Flan
9
Diasporan
State
D
Miriam
0
Virgin
Isis
Pungu
9
Tumuran
Scient. Colony C
Jack
Storn
8
SaVaHuTa
Colony
C
Colony of Faren
Kwry
8
Kiskit
State
D
Juju
Shearwater
9
SaVaHuTa
Colony
C
Colony of Dominatus
Meager
9
Thieve's Guild Thieve's World B
Uramkutipte
9
Uramkup
State
D
Government POPULATION
1200000
Technocracy
401000000
Gov.-Comm. 2500000
Ranger Biologist 57
Bureaucracy
3000000000
Theocracy
2800000000
Forest Ranger 20
Oligarchy
2000000000
Oligarchy
2000000000
Patriarchy
2700000000
Technocracy
3000000000
5000000
Theocracy
1500000000
TL
Affiliation
Status
Starport
Katmandu
Katmandu
9
Diasporan
State
D
Kertu-Iktur
10
Kertu-Drua State
D
Kataninetails
9
Independent State
D
Katapult
0
Virgin
Kertu-Utruk
10
Kertu-Drua State
D
Katamaran
10
SaVaHuTa
Colonizer
D
Colonies: Burn
Kingdom
e'Tommutimo'e
10
Tommu
State
D
Tommuturo
8
Tommu
Colony
C
Crimson King
0
Gas Giant
King Cole
0
Virgin
King Arthur
0
Virgin
King Cobra
0
Virgin
King George
0
Virgin
King Edward
0
Virgin
King Richard
0
Mapped
Ki-Rin
Ki-Rin
9
SaVaHuTa
Colonizer
D
Colony: Isis. Former Colony of Fiske
Singlet
0
Virgin
Triplet
?
Secret
Base
A
Lamia
Dagrabbit
3
Ind/Dagger/Dagr Primitive A
Dinko
1
Independent Prim. AbandonedA
Landing
Vulture
9
SaVaHuTa
Colony
C
Colony of Stammer
Kutomang
8
Diasporan
State
D
Laude
Anima
0
Mapped
Laurel
Coronet
0
Gas Giant
Wheeler
8
Thieve's Guild Thieve's World B
Diamond
0
Virgin
Laurel
10
Diasporan
State
D
Riser
0
Virgin
Storm
0
Virgin
Siene
0
Virgin
Punat
0
Virgin
Isis
9
SaVaHuTa
Colony
C
Colony of Ki-Rin
Worlds - Settlement - 228 -
Government POPULATION
Bureaucracy
Oligarchy
Plutocracy
2800000000
467000000
571000000
Dictatorship
Bureaucracy
785000000
1900000000
Monarchy
600000000
Scientific Caste 150000
Gerontocracy 1800000000
Family Retreat 83
Splintered
Barbarism
9400000
1200000
Priest Caste
8000000
Monarchy
55000000
2000000000
Techno.c Council8000000
TL
Affiliation
Leda
Sastrakal
10
SaVaHuTa
Former Colony of Tamana
Vantornom
10
SaVaHuTa
Former Colony of Faren
Companion
0
Mapped
Humanworld
10
SaVaHuTa
Tagrisdomo
10
SaVaHuTa
Former Colony of Adma
Leo
Leo Belt
10
Thieve's Guild
Leviathan
Blue Belt
0
Virgin
Moby Dick
0
Virgin
Finback
0
Virgin
Monstro
0
Virgin
Ishmael
7
SaVaHuTa
Shamu
0
Virgin
Ahab
10
Thieve's Guild
Lift
Maakiure
10
Uramkup
Maanierane
0
Virgin
Muluraniene
0
Gas Giant
Duel
8
SaVaHuTa
Colony of Kramer
Kramer
8
SaVaHuTa
Colony: Duel. Former Colony of Dominatus
Marvel
10
Diasporan
Stopper
0
Virgin
Plug Ugly
0
Virgin
Rumurien
9
Kolusien
Status
Starport
Government POPULATION
State
State
State
State
D
D
Thieve's World B
Backward
Monarchy
830000000
Thieve's World B
Colonizer
Bureaucracy
Colony
Mother/Council 4000000
Colonizer
Technocracy
State
Colony
Bureaucracy
2600000000
1300000000
3000000
TL
Affiliation
Lookout
Heavy
10
SaVaHuTa
Colony of Ergo Sum
Tyne
0
Virgin
Nieustadt
10
SaVaHuTa
Former Colony of Betsy
Kuvelek
7
Kuvele
Number
10
SaVaHuTa
Hoyt
0
Virgin
Carmel
0
Gas Giant
Alan
0
Virgin
Betsy
10
SaVaHuTa
Former Colony of Ergo Sum
Carl
0
Virgin
David
3
Independent
Elizabeth
0
Virgin
Felicia
0
Virgin
Loop
Loup Garou
9
SaVaHuTa
Colony of Loop
Loopette
0
Mapped
Skip to My Loop
9
SaVaHuTa
Kertu-Daturak
10
Kertu-Drua
Loop de Loop
9
SaVaHuTa
Colony of Loop
Loop
10
SaVaHuTa
Colonies: Loup Garou, Loop de Loop, Lupus
Lupus
9
SaVaHuTa
Colony of Loop
Loopy
0
Mapped
Lope
Ante
0
Gas Giant
Ante I
0
Virgin
Ante II
0
Virgin
Ante Up
8
SaVaHuTa
Colony of Pollux
Cante
0
Gas Giant
Cante I
0
Virgin
Cante II
0
Virgin
Cante III
0
Virgin
Cante IV
0
Virgin
Cante V
0
Virgin
Tunkstikul
6
Chagamem
Cantelever
?
Secret
Status
Starport
Government POPULATION
Colony
Viceroy
7000000
State
Technocracy
111000000
Backward
Protected
A
A
Monarchy
Judge
367000000
277
State
Monarchy
2500000000
Prim Abandoned A
Theomonarchy 147000000
Colony
Scient. Colony C
State
D
Colony
C
Scientific Caste8000000
Oligarchy
2500000000
Scientific Caste 8000000
Colonizer
Technocracy
860000000
Colony
Stockholder
5000000
Colony
Commission
11000000
Backward
Base
A
A
TL
Affiliation
Status
Starport
Los Ninos
Ruprudek
10
Uramkup
Colonizer
D
Kamopa
0
Virgin
Rukurope
6
SaVaHuTa
Backward
A
Kadumopa
0
Virgin
La Madre
0
Gas Giant
Pedro
0
Mapped
Juano
0
Virgin
Manolito
9
Diasporan
State
D
Linda
0
Virgin
Carmelita
10
SaVaHuTa
Colonizer
D
Colonies: Nigel IV, Monster. Former Colony of Dominatus
Kudropa
10
Uramkup
Colony
C
Louver
Louver
0
Gas Giant
Lever
7
Independent Backward
A
Liver
2
Diasporan
Protected
A
Lifter
9
Diasporan
Colony
C
Colony of Lofter
Lofter
9
Diasporan
Colonizer
D
Colony: Lifter
Laugher
9
SaVaHuTa
Colonizer
D
Colony: Laver
Laver
9
SaVaHuTa
Colony
C
Colony of Laugher
Lover
10
Diasporan
State
D
Lucifer
Lucifer
10
Thieve's Guild Thieve's World B
Etruns
10
Etvar
State
D
Glip
0
Virgin
Mahdi
Etcleks
10
Etvar
State
D
Green Acres
10
Independent State
D
Former Colony of Quaestor
Mako
Mako
0
Mapped
Marrow
Wazzup
8
SaVaHuTa
Colony
C
Colony of Dundee
Femur
2
SaVaHuTa
Protected
A
Mexis
Mexis
4
Tundene
Protected
A
Worlds - Settlement - 231 -
Government POPULATION
Technocracy
2600000000
1700000000
3000000000
Oligarchy
2100000000
Gov.-Comm. 1000000
Part. Democracy 3000000000
Thieve's Guild 25000000
Gerontocracy 100000000
Governor
2500000
Ranger-Soc.
421
TL
Affiliation
Status
Starport
Government POPULATION
Secret
Base
Religious Retreat 67
Mapped
Gas Giant
0
0
0
9
Virgin
Virgin
Virgin
Diasporan
Colonizer
5
9
Diasporan
Diasporan
Backward
Colony
A
C
Splintered
Governor
0
8
Gas Giant
SaVaHuTa
Colony
2
9
SaVaHuTa
SaVaHuTa
Protected
Colonizer
A
D
Prison
432
Rep. Democracy 2000000000
8
7
9
0
10
10
10
0
10
Tommu
SaVaHuTa
Tommu
Virgin
Tommu
Tommu
Thieve's Guild
Mapped
SaVaHuTa
Colony
C
Hunting Planet B
Colony
C
Colonizer
D
State
D
Thieve's World B
Oligarchy
3000000000
Theocracy
2700000000
Thieve's Guild 950000
Colonizer
Technocracy
Mombassa
Kise
Martofer
Aldofer
Rutrofer
Asdofer
0
0
0
10
8
Gas Giant
Virgin
Virgin
Formenai
Formenai
Minde
Gas Giant
Sontrafer
Emafer
Kudrofer
Atrafer
Sedrafer
Metrafer
Denifer
Modrufer
Pemafer
0
7
0
0
10
10
0
10
0
Virgin
Formenai
Backward
A
Virgin
Virgin
Formenai
Colonizer
D
Formenai
Colony
C
Virgin
Formenai
State
D
Virgin
Worlds - Settlement - 232 -
Mother
Mother Belt
Mike
Thibault
Laos
Laos I
Laos II
Laos III
Mike
Colony: Angela
Binky
Angela
1000000000
10000000
Colony of Mike
Mink
Big Pink
Rinky-dink
Colony of Brinks
Sink
Brinks
Colony: Rinky Dink
Tommulu
Stinker
Tommaru
Intomino
a'Tommutu'a
e'Tommintu'e
Kinky
Links
Thinker
3000000000
Scient. Colony C
State
D
Myoto-Ga-Seke
Aberdeen
Mull
Mackinnon
Myoto-Ga-Seke
Tyrrik
Nigel
Sundiver
Nigel
Nigel I
Kumroda
Nigel III
Nigel IV
Colony of Carmelita
Oliphant
Okondi
Komimu/Oliphant
Kominere
Outback
Gunogu
Barugu
Lugat
Racket
Zumagu
Fulat
Uburat
Ghengis
Runat
Gunat
Punat
Oz
Emerald City
Colony of Fortinbras
Blivit
Paracletus
Paramus
Paralyze
Paradox
u'Tommutulu'u
Paranoia
Parachute
Colony of Adma
Paracletus Belt
TL
Affiliation
Status
Starport
Government POPULATION
7
0
0
9
10
SaVaHuTa
Virgin
Virgin
SaVaHuTa
Kiskit
Backward
Plutocracy
700000000
State
Colonizer
D
D
Monarchy
Dictatorship
350000000
1500000000
7
0
9
9
0
9
Independent
Gas Giant
SaVaHuTa
Uramkup
Virgin
SaVaHuTa
Backward
Splintered
850000000
State
Colony
D
C
Technocracy 1500000000
Military Admin 8700000
Colony
?
8
8
Secret
Base
A
SaV/Ronaure Joint Admin D
Ronaure
Hunting Planet B
9
Tumuran
9
Tumuran
0
Virgin
9
Thieve's Guild
0
Gas Giant
0
Virgin
0
Virgin
3 on 10 Independent
0
Virgin
10
Tumuran
10
Tumuran
State
Colony
SaVaHuTa
Virgin
0
0
6
9
0
10
Gas Giant
Virgin
Diasporan
Tommu
Mapped
SaVaHuTa
Virgin
D
C
Hunting Preserve 75
Secluded Patriarch1500000000
Forest Ranger 32
Bureaucracy
Governor
1500000000
7000000
Thieve's World B
Prim on HT
Splintered
9000000
State
Colonizer
D
D
Patriarchy
Technocracy
2000000000
3000000000
Colony
Governor
70000
Backward
A
Hunting Planet B
Agri. Nobilit
Judge
900000000
39
Colony
TL
Affiliation
Status
Starport
Pearl
Pearl
0
Gas Giant
Storch
10
Thieve's Guild Thieve's World B
Nykal
5
Nyke
Backward
A
Beider
10
Independent State
D
Beal
10
Kiskit
Colonizer
D
Steinwald
0
Mapped
Tambal
7
Tambo
Backward
A
Von Harmann
0
Mapped
Phaedra
Phaedra Inner Belt
0
Virgin
Phaedra Outer Belt
0
Virgin
Moriarne
9
Ronaure
State
D
Phaedra
10
Independent State
D
Spectra
9
SaVaHuTa
Colony
C
Colony of Tweedledee
Mantra
8
Thieve's Guild Thieve's World B
Squeeker
0
Virgin
Electra
8
SaVaHuTa
Colony
C
Colony of Tweedledee
Plush
Faren
10
SaVaHuTa
Colonizer
D
Colonies: Storn, Trefoil Gamma, Singer. Homeworld of the Vantor
Satellite
0
Virgin
Committed-to-the-Lord 10
Diasporan
Colonizer
D
Colony: By-the-Grace-of-the-Lord
Quad
Quad Belt
10
Thieve's Guild Thieve's World B
Quest
Conquest
0
Virgin
Inquest
0
Gas Giant
Question
0
Virgin
Request
0
Virgin
Quaestor
10
SaVaHuTa
State
D
Quirk
Quirk Belt
0
Virgin
Le Grande Orange
0
Gas Giant
Kimit
2
Stave'nuk
Primitive
A
Fells
2
Independent Prim. AbandonedA
Whit
0
Virgin
Tarpon
10
SaVaHuTa
Colonizer
D
Government POPULATION
450000000
Monarchy
Technocracy
Priest Caste
1700000000
2000000000
6500000
9000000
Oligarchy
700000000
Theocracy
1000000000
Dictatorship
2600000000
Splintered
Military
5100000
3700000
TL
Affiliation
Raph
Raph
0
Gas Giant
Ollie
0
Virgin
Domag
6
Domani
Lola
3 on 10 Independent
Ken
0
Virgin
Winkie
0
Virgin
Sarge
0
Virgin
Joe
0
Virgin
Rooster
By-the-Grace-of-the-Lord 8 Diasporan
Colony of Committed-to-the-Lord
Brikton
2
Independent
Scope-Up
Lens
10
Thieve's Guild
Mote
?
Secret
Sentry
Rumble
0
Virgin
Bantry
10
SaVaHuTa
Wyvern
10
Diasporan
Set
Murgu
10
Tumuran
Set
10
SaVaHuTa
Shine
Pandolpho
3 on 10 Independent
Lumen
9
Diasporan
Excalibur
6
Diasporan
Stone
0
Virgin
Shadow
10
Thieve's Guild
Status
Starport
Government POPULATION
Backward
A
Prim. on HT A
Splintered
Feudal
Colony
80000000
150000000
Prim Abandoned A
Council of Nobles6000000
Thieve's World B
Base
A
Scient. Colony C
State
D
Conglomerate 6000
Monarchy
1700000000
Colonizer
State
D
D
Dictatorship
Patriarchy
2000000000
1500000000
Prim on HT
State
Backward
C
D
A
Pontificate
Monarchy
Splintered
3000000
1800000000
630000000
Thieve's World B
TL
Affiliation
Shio Zuchi
Surianiar
Marurien
Rurunarian
Kurisurien
Meniasuriar
Status
Starport
Government POPULATION
0
10
0
9
0
Gas Giant
Kolusien
Virgin
Kolusien
Virgin
Colonizer
Plutocracy
1500000000
Colony
Viceroy
6000000
The Hump
Gas Giant
Hump I
Hump II
Mubrektuk
Bacall
0
0
6
8
Virgin
Virgin
Mubrek
SaVaHuTa
Backward
Colony
A
C
Techno-Feudal 600000000
Bureaucracy 5500000
0
8
Virgin
SaVaHuTa
Colonizer
Matriarchy
2700000000
State
Bureaucracy
2200000000
Backward
Colony
Priest Caste
10000000
Colony
Commission
7500000
Base
Private Army 88
Base
State
Colony
A
D
C
Smugglers
98
Rep. Democracy 288000000
Governor
6200000
Colony of Bogie
Hump V
Bogie
Shore
Far Shore
Wavelet
Shyly
Shyly
Calumet
Doonan
10
0
Diasporan
Virgin
0
5
0
Gas Giant
Diasporan
Virgin
uTommutuluu
Gas Giant
eTommintue
aTommutua
eTommintue
Sister
Beauty
Singer
0
9
0
Virgin
Tommu
Virgin
0
9
Virgin
SaVaHuTa
?
0
?
9
10
Secret
Virgin
Secret
Diasporan
SaVaHuTa
Virgin
0
10
8
0
0
0
0
0
Gas Giant
Independent State
D
Technocracy 50000000
Kiskit
Colony
C
Scientific Caste 7500000
Virgin
Virgin
Virgin
Mapped
Virgin
Worlds - Settlement - 236 -
Colony of Faren
Harmony
Melody
Counterpoint
Talker
Monster
Colony of Carmelita
Fang
Skeet
Skeet
Shoot
Kronen
Pigeon0
Shot
Clay
Thrower
Skeet Belt 0
TL
Affiliation
Status
Starport
Sobe
Sobe
0
Gas Giant
Tired
6
Diasporan
Backward
A
Lucky
1 on 10 Independent Prim. on HT C
Happy
9
Independent State
D
Quiet
0
Virgin
Serene
9
Diasporan
State
D
Sprite
Tahitian
0
Gas Giant
Commitment
5
Tumentamenata Backward
A
Faerie
0
Virgin
Lomatikumen
10
Tumentamenata Colonizer
D
Puck
9
SaVaHuTa
Colony
C
Colony of Adma
Timpestaran
0
Virgin
Rudunorunan
0
Virgin
Rilistenarin
0
Mapped
Falistumen
10
Tumentamenata State
D
Lovaritan
0
Virgin
Timetuvin
?
Secret
Base
A
Malkuletin
0
Virgin
Keminaritumen
10
Tumentamenata Colonizer
D
Tovaratun
0
Virgin
Laluprinan
0
Virgin
Stalker
Stalker Belt
?
Secret
Base
AI
Suprise
Slus
10
Guaru
Colonizer
D
Mickey's Birthday
10
SaVaHuTa
Colonizer
D
Colonies: Bonn, Bremen
Luku
0
Virgin
Nuagu
0
Virgin
Liberty
8
Thieve's Guild Thieve's World B
Zit
0
Virgin
Nuwun
3 on 9 Independent Prim. on HT A
Glask
2
Guaru
Protected
A
Svelte
Svelte Belt
0
Mapped
Svelte
10
SaVaHuTa
Colonizer
D
Colony: Sygnett. Former Colony of Adma
Etlevs
10
Etvar
State
D
Tambour
Kithara
0
Mapped
Pit
0
Mapped
Worlds - Settlement - 237 -
Government POPULATION
Technocracy 600000000
Caste System 4100000
Monarchy
2100000000
Gerontocracy 1100000000
Anarchy
42000000
Plutocracy
470000000
Military Admin 8000000
Plutocracy
78000000
Family Retreat 23
Plutocracy
1300000000
2500000000
787000000
Monarchy
50000000
Oligarchy
1000000000
TL
Affiliation
Status
Tinstar
Tanugu
10
Tumuran
Colonizer
Tunrat
8
Tumuran
Colony
Dillon
10
SaVaHuTa
Colonizer
Colony: Impasse. Former Colony of Taman
Tode
Todey
?
Secret
Base
Tonto
Kimosabe
0
Virgin
Komoku
3
Komo
Primitive
Transfer
Maracaibo
0
Mapped
Trefoil
Trefoil Alpha
0
Virgin
Trefoil Beta
10
SaVaHuTa
State
Trefoil Beta-one
3
SaVaHuTa
Protected
Trefoil Beta-two
0
Virgin
Trefoil Gamma
10
SaVaHuTa
Colony
Colony of Faren
Trefoil Gamma-o
0
Mapped
Victoria
Kaalimanere
10
Uramkup
Colony
Duboise
2 on 8 Independent Prim on HT
Honeycomb
7
Independent Backward
Whitecap
Whitecap/Slualu
8
SaV/Guaru Joint Admin
Wink
Munatik Belt
8
Tumuran
Scient. Colony
Zebra
Zebra Belt/Urumi
10
SaV/Uramkup Joint Admin
Starport
Government POPULATION
D
C
D
Theocracy
500000000
Priest Caste 6000000
Rep. Democracy 1000000000
Pirate
55
Anarchy
5000000
D
A
Technocracy
Judge
1800000000
344
Commission
4000000
C
C
A
Bureaucracy 4500000
Pontificate
6000000
Council of Nobles 645000000
Stockholder
504000000
ORBIT
ATMOSPHERE
H2O
GRAVITY
TEMPERATURE
DEGREES F
ICARUS BELT
NONE
0%
TRACE
BACKGROUND
RETRON
THICK
75%
2.0
100
BAILIFF
2+1
CONTAMI-
60%
0.8
50
NATED
QUANTUM
2+2
NONE
0%
TRACE
BACKGROUND
AZTEC
THIN
25%
0.4
-10
and so:
Table 2: Aztec System Settlement Data
POLITICAL
AFFILIATION
SETTLEMENT
LEVEL
TYPE
STAR
PORT
GOVERNMENT
POPULATION
ICARUS BELT
VIRGIN
NONE
NONE
NONE
NONE
RETRON
DIASPORAN
COMMU-
BACKWARD
SPLINTERED
100,000,000
PROTECTED
XENOSCIEN-
350,000,000
WORLD
TECH
NITY
BAILIFF
DIASPORAN
COMMU-
TISTS
NITY
QUANTUM
VIRGIN
NONE
NONE
NONE
NONE
AZTEC
COLONY OF HYTEK
SAVAHUTA
COLONY
COMMISSION
6,000,000
This is, of course, a rather bare-bones description, and is intentionally so. The descriptions of the worlds have
been left open to the GMs imagination. StarCluster Game Masters are encouraged to customize the Cluster to
their hearts content. The descriptions given in this book are intended as guidelines to assist the GM in fashioning a unique Cluster. We are including this chapter to show the results of one possible interpretation of these
guidelines and extrapolation of them into a full and rich setting.
DIAMETER
JENGHIS
1150 KM
MANN
920 KM
OBERLIN
635 KM
CADILLAC
450 KM
LAUDACE
375 KM
The belt could use a thorough exploration and mapping, and a permanent settlement would help immensely in
controlling piracy.
In the long time after the arrival and before visitors came from outside, Retron slowly slid backwards technologically. As high technology devices wore out or broke, cruder but natively supportable devices replaced them.
Ever since, the moon has been a protectorate of the Diasporan Community, and Xenoscientists appointed on
Morningstar have ruled the fractious people of Bailiff. Technology has been allowed to trickle in through
strictly regulated trade, and the people of Bailiff are in the main better off than their ancestors. A small amount
of Bailiffine handicrafts is exported, but most so-called Bailiffine works are clever fakes. Caveat Emptor!
The colonized area is scattered all over the moon in an effort to avoid the effects of the wars. The dominant cultures are those established by Cultural Emulation in the original three watches: Post-unification Korean, NeoRenaissance Tamil, and Late-21st Century Andalucian. These cultures have been both mingled and splintered by
the stresses of their environment, but survive intact to a great extent.
The current large cities are the former Pyongyang, now renamed Landing (180,000,) Cuddalore (175,000,)
Guadalcanal (150,000,) and Hamhung (130,000.) There are dozens more of these city-states, each retaining a
share of the hinterlands, and there are a subtantial number of nomads who are under nominal control of their
own chieftains. Small scale warfare and raiding is endemic, although the Xenoscientists are attempting to bring
about more peaceful conditions by non-coercive means. Substantial areas remain radioactive to this day.
Quantum
Quantum is the second moon of Retron, a small, heavily cratered globe of 950 km diameter. Gravity is trace
only, barely perceptible to most people. Quantum is most likely a captured asteroid strayed from the Icarus
Belt, and its dusty black, rubble-strewn surface has never been colonized nor claimed. The moon seems to be
mostly light elements with an almost complete dearth of the heavier metals.
Aztec System - 245 -
distances.
Jump drive has certain plot dangers. It could lead to a
massive armada suddenly showing up next to a planet
and destroying it, ruining any sort of balance in the
game. It would also allow both the player and their
opponents to simply vanish at the approach of
danger. To avoid these problems, limitations were
deliberately placed on the jump drive.
The most important limitation is that ships can only
leave the system to jump to another system from a
particular point in space (the jump point) and at a
particular velocity. They can only enter the system
from another system at another particular point in
space, and at a velocity of zero. The exit point is closer
to the system's sun than the innermost planet, and the
entry point is further out than the outermost planet.
This prevents fast escapes and hit-and-run interstellar
raids.
A second limitation is that there is a variable time lag
between the time of making a jump and the time of
entry at the other star system. This creates
uncertainties that hamper exact calculations of when
ships can be expected to arrive. Thus, even if you
know that help is arriving from another system, you
cannot know when. This aids the drama of the game.
Page 259
Skill Earned
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________ __________
___________ __________
Cumulative SkillPromote?
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
Page 260
Pay
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
P.D.
______
______
______
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
___________
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
______________ _______
Page 261
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
______
______
______
______
______
______
______
______
______
______
______
______
______
______
EQUIPMENT SHEET
Clothing and Armor
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Kits
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Electronics
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Accessories
_____________________________________________________________________________
_____________________________________________________________________________
Weapons
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Miscellaneous Equipment
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Vehicles
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Page 262
Personal Information
Date of Birth:________________ Place of Birth: ______________________________
Background:__________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Marital Status:__________ Spouse:________________________________________________
Children:_____________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Current Residence:_____________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Family (siblings & parents):______________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Page 263
StarCluster - Appendix A
APPENDIX A
Optional Rules
Use of these optional rules is solely at the discretion
of the GM and may be dropped at any time if the GM
feels the rule is detrimental to the game.
Optional Rule: Sniping and Single Shot
Kills
If the character wishes to snipe, and the situation and
weapon is proper, sniping is possible. If the weapon
has a range factor of Far or Long and is in the proper
range for the weapon and the target is unaware of the
presence or general position of the sniper, the sniping
rules are in effect. In this case a hit is either a death
blow or a wound. If the adjusted number rolled to hit
is 5 or less from the maximum, but still a hit, then the
target takes the normal damage from the hit X2 (double damage.) If the adjusted number rolled to hit is 10
to 6 from the maximum, but still a hit, then the target
takes the normal damage from the hit X3 (triple damage). Any other hit results in the target sustaining a
lethal wound.
For example: a sniper with gun+5 and coordination of
9 has a 70% chance of a hit to skin. The target is at
long range and unaware of the sniper, and the gun is
an autorifle. A result of 70 or less on %d is required
for a hit.
If the number rolled is 66-70, the target sustains double damage from the hit. If the number rolled is 6165, the target sustains triple damage from the hit.
Anything above 70 is a miss, and anything 60 or below
causes instant death to the target.
Sniping brings sudden death into the combat picture.
Normally, StarCluster Combat is bloody, but seldom
lethal. Some GMs are loath to use sudden death on
their own players. We have left the decision here up to
the individual GM. If the Player characters are able to
snipe, but the opponents are not able to snipe at the
PCs, the GM will have to deal with what amounts to
indestructible PCs. This is not necessarily a bad thing,
but can drastically alter the flavor of any campaign.
These rules may replace the standard rules if less realism and quicker results are wanted. This system also
scales well for use in situations of vehicles vs. people.
Sides make standard initiative rolls. Side goes on its
initiative. Player controlling character using the
weapon rolls to-hit, with standard modifiers.
Weapon factor (WF) of the weapon used must be
equal to or higher than armor points (AP) to penetrate. If not, it will just bounce off.
Appendix A - 264 -
StarCluster - Appendix A
Examples:
Heavy Machine Gun (WF 2) vs. Iron Armor factor 1
(2 AP) = penetration
Heavy Machine Gun (WF 2) vs. Iron Armor factor 2
(4 AP) = no penetration
Medium Cannon (WF 20) vs. Iron Armor factor 8 (16
AP) = penetration
If weapon penetrates, roll damage. Damage is
1d10*Weapon Factor*10. If the weapon is a burst
fire weapon - such as machine guns, miniguns, gatling
guns, or autocannon, damage is again multiplied by 5.
Examples:
Heavy Machine Gun damage = 2*10*5*1d10 = 1001000
Medium Cannon damage = 20*10*1d10 = 200-2000
Vehicles have 100 constitution points per ton,
rounded up.
Examples:
302 ton Cargo Aircraft 30,200 constitution
25 ton Armored Vehicle 2500 constitution
172 ton Boat 17,200 constitution
At its full constitution*.75, the vehicle is Hindered.
All rolls are at -20% and max speed is *.75
At its full constitution*.50, the vehicle is Damaged.
All rolls are at -40% and max speed is *.50
At its full constitution*.25, the vehicle is Hammered.
All rolls are at -60% and max speed is *.25
Optional Rule: Integrated Combat System
StarCluster - Appendix A
Example:
A person with blade+1 uses a katana(+5):
Chance to hit = 45%-20%=25%
Average damage with a katana hit = 100
Average damage per round = 25%*100 = 25
Chance of self-injury = 15%
A person with a blade+1 uses a shortsword(+1)
Chance to hit = 45%
Average damage with a shortsword hit = 65
Average damage per round = 45%*57.5 = 29.25
Chance of self-injury = 0%.
The low-skilled person will have no motivation to use
too difficult a weapon, but they are not penalized
excessively if they find that a difficult weapon is all
that is available.
Another example:
A person with a blade+3 uses a shortsword(+1)
Average chance to hit = 60%
Average damage with a shortsword hit = 65
Average damage per round = 60%*65= 39
Chance of self-injury = 0%
A person with a blade+3 uses a katana
Average chance to hit = 60%-10% = 50%
Average damage per katana hit = 100
Average damage per round =50%*100 = 50
Chance of self-injury = 0%
A person of intermediate skill gains little by using a
high skill weapon, but they aren't penalized.
Example:
StarCluster - Appendix A
A person with a blade+3 makes two attacks per round
using a katana(+5)
Average chance to hit = 60% - 10% - 25% = 25%
Average damage per katana hit = 100
Average damage per round = 2*(25%*100) = 50
Chance of self-injury = 15% per strike = 27.75% per
round
At skill level +3, there is no overall advantage or disadvantage in terms of damage to the enemy in using
multiple
strike per round, and a significant risk of self-injury.
Example:
Now multiple attacks give a 58% advantage over a single attack per round.
Example:
This method is more realistic than the standard combat system. In the standard system with its levels of
mastery, going from skill+4 to skill+5 more than doubled ones effectiveness as a fighter, even though it
implied only 25% more training. Now the transition is
more gradual. When using this optional combat system, there might be situations where a person of low
skill might choose to perform two actions per round,
e.g., run to a position and fire a gun. They would have
very little chance of hitting anyone, but they could get
to position and make the others keep their heads
down. Also, there may be times a person with a high
skill might choose to make only one attack per round
in difficult situations: e.g. armored opponents or at
long-range.
Optional Rule: Success and Failure
StarCluster - Appendix A
OR
If a larger guaranteed success/failure zone is required,
an unmodified roll of 96-00 on the percentile dice is
always a failure, even if it should succeed, and an
unmodified roll of 01-05 is always a success.
OR
If playing with a d20 instead of percentile dice, an
unmodified roll of 20 on the 20 sided die is always a
failure, even if it should succeed, and an unmodified
roll of 1 is always a success.
Optional Rule: Plot Points
Using this optional rule, the characters and the GM
each receive one Plot Point per session. They can be
used any time during that session, but cannot be accumulated across sessions. The Plot Point can be used
to do one of two things: the player may make any
attempt, by anyone, an automatic success, or an automatic failure. These points should be used any time an
action cannot fail, or must not succeed. The Plot
point need not be used on the players character. It
can be used at any time on any character. Plot points
do not accumulate if not used.
Appendix A - 268 -
Index
A
Action Descriptions
Use in combat 149
Active color
Programming of 117
Active coloring 117
TL 10 118
TL 9 117
Active Defense 268
Active plasteel 116, 117
Adventure 142
Adventurers 132
Adventures 5
Affiliate Member 189
Age range 5
Agility 6, 7
Aging 11
A-Grav 168
Aliens 8
Fellowship of the Guaru 193
Formenamen 194
Polity of the Tumentamenata
192
Ronaurana 193
Teumatimon 192
Tumuran 193
Uramkup Confederation 193
Ven Der Opt Worlds 192
Work of the Kertu-Drua 194
Ambush 143
Androids 8
Antigravity 256
Applicable Skills 146
Apprenticeship 8
Apprenticeships
Primitive 66
Appropriate Skill Concept 254
Archaic Weapons 134
Armor 145
Active Plasteel 121
Bulletproof 121
Ceramic 121
Chromskin 121
Flak Jacket 121
Plasteel 121
B
Backwards Cultures
Status in Leagues 170
Bailiff 244
Banking System 116
Barnards Star 2
Base chance of success 94
Basic Mechanics 253
Batteries 118
Black market
Boost availability 11
Index
Blocks 189
Blocks, Large 195
Blocks, Small 196
Boost 11
Boost Allergy 11
C
Camouflage 117
Capital ship 188
Career 5
Cargo 116
Centauri 2, 3
Centauri colony 2
Ceramic armor 117
Chance Met NPCs 156
Character Descriptive Characteristics 93
Character Generation 253
Character Generation Advanced
Cultures 13
Character Generation Backward
Cultures 49
Character Generation Primitive
Cultures 65
Character Progression 5
Character Species 8
Character Traits 92
Character types
optional 8
Charisma 6, 7
Chemical Rocket 169
Clothing 117
Cold Weather Gear 121
Desert Suit 121
Dry Suit 121
Expensive 121
Primitive 128
Street 121
Cluster 2, 3
College 9
Colleges
Advanced Cultures 17
Backward 52
Colleges and Journeymanships
Primitive 70
Colonizer 189
Index
Colony ships 2
Combat 143
General description of 144
Commando-type Actions 264
Conductive armors 132
Constitution 253
Exactly on wound level
boundary 143
Hindered 142
How to determine 142
Normal 142
Seriously Wounded 142
Unconscious 142
Coordination 6, 7
Cost Ratio
Importing High Tech Goods
to a Low Tech World
116
Cover 144
Definition 144
Credits
Definition of 116
Credit-wafer 116
Currency exchange 116
D
Damage
How determined 144
Damage roll 143
Degree of success 149
Design Houses 116
Design Notes 253
Diaspora 185
Quick Version 185
Diaspora, The 3
Diasporan Community 132, 183,
186, 191
Directed 5
Directed Method 7
Drives
A-Grav. 168
Chemical Rocket 169
Fission 169
Fusion 169
G-Drive 168
Purchase of First Jump Drive
185
Resolution of time spent in
Jump 179
Duties of the Crew 173
E
Earth 2
Employment 10
Advanced 23
Primitive 75
End Times 2
Endurance 6, 7
Energy storage 118
Energy storage devices
Nomenclature 118
Engineering 170
Escape Clauses 258
Etvar 258
Excited state atoms 118
F
Fashion 117
Field Technology 255
Filament-reinforced ceramic 116
Filter Mask 123
Fission Drive 169
Flashlight 123
Fleet Marines 187
Fly-by drones 2
Formenamen 194
Fuel cells 118
Fusion Drive 169, 2
G
General Appearance 92
General Knowledge 148
Generic gunmen 163
Gills 123
Glowrod 123
Golden Age 2
Goods 116
Importing and Exporting 116
Importing Low Tech to High
Tech 116
Grad School 9
Grapplewinch 123
Grenades 147
Index
H
Han House 189, 190
Hand, The 191
Healing 145
Types of 145
Hijackers 3
Hijackers 3
Hit 178
Hit Tables 135
Homeworld 5
Homo Erectus 183
Hoverboard 123
Humanoid 8
Humanoid Homeworld
Adma 184
Faren 184
Jalan 183
Tamana 183
HuTa 186
Description of 112
HuTas 112
Hybrids
Humanoid 8
I
Imported goods
Cost of 116
Independent (Rogue) Worlds 191
Initial characteristics
placement 7
Initiative
Major action 143
Normal combat 143
Suprise Round 143
Initiative 143
In-line Weapon 170
Integrated Combat System 265
IQ 6, 7
J
Jalan 183
Jointly Administered 189
Journeymanships 9
Jump 168
Jump Carrier 188
Jump Craft 170
Index
Jump Drive 257
Jump Routes 168
Jump Ship 170
Jump Shuttle 188
Jump Table 179
Jupiter 2
K
Kiskit Empire 193
Kits 119
Minimum skill level to use
119
Kolusien Sphere 192
L
Languages 148
Large Blocks 195
Laser Torch 123
Levels of Mastery 148, 254
Lift Belt 123
Local manufacture 116
M
M/AM Fuel 170
Manufacturing 116
Mars 2
Member states 187
Metaskills 94, 104, 106
Modifying Objects 106
Metaskills
Modifying skills 106
Modern Weapons 133
Modifying stat 95
Mother's Milk 5
MULE 123
MultiTool 124
N
Naval detachments 188
Normally competent individual 95
Normally Competent Individual
95
NPC
Chance Met 156
Generic Opponents 163
How Many Skills 158
Incidental Skill 161
O
Observatory 170
One Minute Combat Round 254
One-minute round 143
Optical invisibility 118
Orbit
Transit Time between Planets
181
Orbits 180
Moon 180
Standard 180
Transit Time, Moon Orbits
181
Other Worlds 194
P
Pay, Character 10
Personal Winch 123
Physical Deterioration 5, 11
Plasteel 116
Plasteel armor 117
Plasteel film 117
Plot Points 268
Pod 170
Pod Deployment 170
Poison 145
Politics
Overview 183
Post-Graduate Education
Advanced 21
Backward 54
Primitive 74
Power
Forms of portable storage 118
PowerTool 124
Presence, the 191
Index
Procurator 187
Promotion 10
Prototypes 116
PSI 6
Psionics 7
Use of in combat 144
Q
Quick and Dirty Personalities 157
Quick Stats 157
R
Random 5
Random Method 6
Range
Penalties and bonuses for 144
Ranges 144
Ranges By Race
Humans 114
Sastras and SaHus 109
Tagris and HuTas 113
Vantors and Vahus 111
RANK 6
Rank 7
Rations
Cold Survival 122
Heatercan 122
Respirator 123
Retron 242
Rift Valley 246
Robots 8
Ross 154 2
S
SaHu 186
Description of 108
SaHus 108
Sastra 8, 183
Description of 108
Evolution of 183
Sastras 108
Saturn 2
SaVaHuTa 132, 183, 186, 187
Military Challenges 188
Affiliate Members, definition
of 189
Alien Threats 188
Index
Citizens 187
Colonies, definition of 189
Colony to State Process 189
Criminal proceedings 187
Delaying Colony independence 189
Internal Organization 187
Internal Threats 188
Legislature 189
Member State voting 189
Navy Sector Fleet 187
Office of the Proconsul 187
Office of the Procurator 187
Protected Worlds 190
Rebellion 188
Scientific Colonies, definition
of 189
Special Forces 187
SaVaHuTa Legislature 189
Scan 170
Scientific Colonies 189
Secondary school 8
Secondary Schools
Advanced Cultures 14
Backward 50
Sector 186
Sector 187
Sector Army 187, 188
Seeders 258
Seeders 183
Shelter
Hard Tent 122
Inflatashelt 122
Large Tent 122
Personal Tent 122
Portashelt 122
Shelter 122
Shields 170
Ship 170
Single Shot Kills 264
Skill Check
Use of Professions as 146
Skill Checks
Attribute check as 146
Zero Level 146
Skills 94
Importance of 142
When to use 95
Zero Level 95
Slate 120
Slowboat 2, 3
Slug-throwers 132
Small Blocks 196
Small Craft 170
Sniping 264
Social Skills 11
Social Skills Listing 11
Soul patterns 116
Space Combat 172
Hit Locations 178
Weapon Damage Factors 177
Space Ship 170
Spaceports 171
Spaceship 150
Gaining one for characters
150
Kane Class Jump Ship 151
Owl Class Jump Ship 152
Spaceship hit locations 178
Spacesuits 117
Augmentation with armor
117
Mass by Tech Level 121
TL 10 117
TL 9 117
TL8 117
Use as armor 117
Special Forces 187
Stabilized monatomic hydrogen
118
StarCluster
Object of Game 142
Styles of play 142
What its about 142
Starships 2
Stasis bottle 118
State 189
Station 170
Strength 6, 7
Structural material
TL 10 116
TL 8 116
Index
TL 9 116
Success
IQ modifier 94
Physical stat modifier 94
Success and Failure 267
Suppressive Fire 147
Surprise 143
Survival 142
Synthetic Cloth 119
Synthetic cultures 3
T
Tagris 8, 112, 184
Description of 112
Evolution of 184
Tasks with no skill 146
Tech Level 5
Technology Levels 169
Descriptions 169
Template
Ex-Asteroid Miner 166
Ex-Cop 166
Ex-Courier 166
Ex-Engineer 166
Ex-Explorer 166
Ex-Marine 165
Ex-Priest 166
Ex-PSIman 165
Ex-Smuggler 165
Ex-Special Forces 166
Template Characters 165
Temporary NPC 157
Teumatimon 192
The Fury on Earth 3
Thieve's Guild 183
Thieves Worlds 191
Timeline 3
To-hit roll 143
Tokens 116
Use of as currency 116
Tommu Space 192
Trade percentile points 143
Trading Points between Initiative,
Transfer Technology 256
To-Hit, and Damage 143
Transluminal Speed 185
Index
Trinarchy of the Etvar 194
Trivox 120, 170
Tumuran 193
U
UN 2
Universal Translator 120
Cost of language paks for 120
Uplifted Animals 8
Uramkup Confederation 193
UT-(Alien)pak 120
UT-Baspak 120
UT-Diaspak 120
UT-Localpak 120
V
Vacattach
Operation to unite Vac Suit
with Armor 121
VaHu 186
Description of 110
VaHus 110
Vantor 8, 185
Description of 110
Evolution of 184
Vantors 110
Vehicle 153
Gravmaster Mark 6 154
Jalousie 154
K-Bat 153
Pathfinder 153
Vehicle Combat Rules 264
Ven Der Opt Worlds 192
Venus 2
Vote 189
W
Waiver 8
Watches 3
Weapon Damage Factors 177
Weapon mastery
Extra attacks for 143
Weapon mastery 143
Weapon Modification 138
Weapons 146
Ammunition and Cost of 136
Ammunition Use 148
Index